Design Theory

As with all creative endeavors, game design has countless theories on what works best and how to do things. There are so many ins and outs on what makes a game work well that it’s ridiculous. On this page, you’ll find a ton of articles on virtually every aspect of game design. Have fun.

Contents

Start Here

Using Design Theory to Design Games

The Last 10% of Your Game’s Design

Measuring Successful Game Design Part 1

Measuring Successful Game Design Part 2

Kill Your Darlings

If You Love Your Design, Let It Go

Different Approaches to Game Design

Borrowing Ideas from Other Games

An Atomic Theory of Fun Game Design

Subtext and the Dangers of Default Design

Breaking Down Games

Designing Board Games efficiently for Cost

Iterating a Design (Audio)

Game Making as a Systems Engineering Problem Part 1

Game Making as a Systems Engineering Problem Part 2

Why Flexibility Is Needed to Design a Great Game

Designing Outside Yourself

Luck VS Skill (Video)

Eat Your Vegetables

Palette Swaps: When Variety Underwhelms

Over 100,000 Different Setups!

Designing Games for Video Conferencing Systems

Scoundrels: Design Diary

The Caverna Effect

Modular vs Integrated Expansions

Designing to Last: Core Principles in Game Design

 
 
 
 
 

Art & Graphic Design

Working with an Artist

What the Font?! Type Tips for Board Game Designers

Rethinking Graphic Design

Why Your Game Needs Player Aids

Putting the Design in Graphic Design


Being Inclusive

Making Your Game Easy to Comprehend

How to Make Games Approachable


Balance

Player Count and Scalability

On Balance

Designing for Imbalance

Designing A Good Game Is About More Than Making It Difficult: Complexity, Depth and Balance

Balancing Your Game (Video)

Balancing Multiplayer Competitive Games

Balancing Game Elements

Balancing for Whom?

Balancing Complexity, Game Length, and Player Count

Balance in Game Design

10 Ways to Deal with Runaway Leaders (Video)

How to Never Have a Balance Problem


Choices

The Right Amount of Player Control

Managing the Number of Choices in Your Game

Greater Immersion through Fewer Options

Good Games – Hard Choices

Expand Different: Have More Fun by Reducing Choices

Designing Games to Prevent Analysis Paralysis – Part 1

Designing Games to Prevent Analysis Paralysis – Part 2

Decision Scales

Avoiding Count-Up Auctions

4 Lessons from Paladins of the West Kingdom for Game Designers


Fun

The Right Type of Fun for Your Game

How to Structure Your Game for Optimal Enjoyment

How to Let Players Have Fun

Fun vs Features

The Structure of Fun

 

Design

Two Common Design Issues in Competitive Games

Simple VS Clean

Naming a Game

Making Barriers into Benefits

Know your Crutches

Iterative Design

Decision First Game Design

Why Design Constraints are Good

Complexity and Emergent Gameplay

Artificial Intelligence in Board Games

Achievements as Communication Between Designer and Player

Everything I Needed to Know About Game Design, I Learned from Space Invaders

Schools of Design and Their Core Priorities

Anatomy of a Card

Design Commandments

3 Games that Nailed Variable Setups

The Caverna Effect


Dice

Using Dice as a Design Tool

Why You Should Have Custom Dice in Your Game, and When to Introduce Them

Why You Should NOT Have Custom Dice in Your Game


Player Experience

Polish the Experience

Experience VS Mechanics

Good Play Experience and the Designer’s Responsibility

Game Defining Concepts

Designing the Experience Around the Player

Creating a Satisfying Experience

7 Lessons from Monopoly for Game Designers


Time

Game Length and Maximizing Time Value

Managing Downtime

Managing a Game’s Pace

Downtime as Encouragement


Randomness

Probability for Game Designers

Mitigating Randomness


Scoring & End Game

When to End a Game

Thoughts on Winning: The Psychology of Winning

Thoughts on Winning: Losing

Thoughts on Winning: Goals Besides Winning

Mapped Endgames

Making Volatility Work for Your Game Part 1

Making Volatility Work for Your Game Part 2

Rethinking Winning in Games

Designing Win Conditions (Audio)

Avoiding Dissatisfaction in Game Design

Is kingmaking in multiplayer games a problem that can be fixed?


More Reading

Working with a Developer

8 Ways to Annoy Someone in a Board Game

What Makes a Game Broken (Audio)

Are 2 Player Only Games Economically Viable

 
 
 
 
 
 
 
 
 
 
 
 

 

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