Game Design Principles
Part 1: Play
Do we Play or do we Game? Human beings and animals alike start playing since they are born. Play is essential to the individual! But are we always playing games?
Is this person playing a game?
What is the difference? A game is, in a way, a process of dynamic problem solving. Play is more open-ended and unspecific. A game has a predictable resolution, play does not. It allows for more emergence, novelty, surprise.
Part 2: Toys, Puzzles and Games
Are games all equal? In Games we can find a very wide separation of play spaces. To the point that not even games are always games!
Toys: self driven Toys are sand-boxes where the rules of the world are the rules of the game. Players play with toys creating their own meaningful play, without restrictions of any sort.
Puzzles: objective driven Puzzles are toys that add a win-state to the experience. Players have an objective to achieve, and that objective has a single, identified solution. In Puzzles, the player cannot lose, only give up.
Games: rules driven Games have rules and goals. They expand from the Puzzles definition by adding a lose state. Players are directed into Meaningful Play by the game designers. Usually games add a level of agonism and antagonism to the experience, but that is not required.
Part 3: Game Design Elements
What makes a game? Space The look and feel of a game come from the design of its space. Components COMPONENTS are the parts of your game like your avatar, blocks, and enemies. Mechanics MECHANICS are the actions in the game like jumping and collecting. Goals Players try to achieve GOALS to win the game. Rules RULES guide the player on how the game should be played.