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Discipline

Game design

Designs the rules, goals and challenges of a game, board or digital, so that playing it produces the intended experience.

In Spanish
Diseño de juegos
Origin
Salen and Zimmerman (2003); Hunicke, LeBlanc and Zubek (2004)

What it deals with

A game designer controls only the rules; the experience appears when someone plays. That is why you design by playing and testing again and again.

Principles

  • Rules

    They say what can be done and what you want to achieve.

  • Play

    From the rules comes what people do when they play, which isn't always what was planned.

  • Experience

    What you design, in the end, is how playing feels.

Applications in design

  • Use it like this

    Make a playable prototype, even a paper one, from day one.

  • Avoid

    Judging a game by its written rules without watching it played.

  • Don’t fall for it

    Watch people play without explaining anything: what isn't understood on its own needs redesigning.

Concepts

  • ConceptGamificationUsing game design elements in something that isn’t a game.

Authors and works

  1. 2003

    Katie Salen and Eric Zimmerman

    Brought together the foundations of the discipline by looking at games as rules, as play and as culture.

  2. 2004

    Robin Hunicke, Marc LeBlanc and Robert Zubek

    Proposed the MDA framework (mechanics, dynamics and aesthetics) to connect what is designed with what is experienced when playing.

Sources

Original sources

  • Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT Press.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (WS-04-04). AAAI Press. View source: Hunicke, R., LeBlanc, M., & Zubek, R. (2004)

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