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Becoming a Video Game Designer

Tags: #gaming #design #culture #video games #creativity #empathy #storytelling

Authors: Daniel Noah Halpern

Overview

This book explores the world of video game design, offering a behind-the-scenes look at the creative process, the individuals involved, and the cultural impact of this rapidly growing industry. It examines the fundamental principles of game design, from understanding systems and mechanics to fostering empathy for players and designing for meaningful experiences.

I guide readers through the evolution of video games, from their humble beginnings to the complex and immersive universes they inhabit today. I profile leading figures like Tom Cadwell, head of design at Riot Games, and Brendon Chung, an independent developer known for his innovative and unconventional games. I delve into the success of “League of Legends” (LoL), examining its design choices, its business model, and the challenges of balancing gameplay for millions of players.

Beyond the technical aspects, this book explores the philosophical and ethical dimensions of game design. I discuss the potential for games to be considered art, the responsibility of designers in shaping culture, and the role of games in a “Ludic Century” where play is not just entertainment but a powerful force for learning and social change.

This book will appeal to anyone interested in video games, whether they are aspiring game designers, avid players, or simply curious about the creative process behind this increasingly influential form of entertainment. It provides a comprehensive overview of the field, offering insights into the history, the theory, and the practicalities of game design, while also prompting reflection on the wider cultural implications of games in the twenty-first century and beyond.

Book Outline

1. THE UNIVERSE, ALSO KNOWN AS THE GAME

This chapter introduces the concept of video games as universes with their own unique rules and mechanics, prompting readers to think about how games work and the role of game designers in shaping these experiences.

Key concept: You are forgiven if you do not know where you are. Only with time will a universe teach you to navigate inside its borders.

2. ACCUMULATING THE FACT

This chapter focuses on the career trajectory of Tom Cadwell, a leading video game designer at Riot Games, highlighting his passion for understanding systems, accumulating facts, and identifying patterns—qualities crucial for game design.

Key concept: “I just always want to understand how things work as systems,” Cadwell said. “Accumulate the fact. Figure out the pattern.”

3. A SCATTERED DYNASTY OF RECLUSES

This chapter delves into the history of video games, tracing their evolution from early, simple forms like “Tennis for Two” and “Spacewar!” to the emergence of iconic games like “Pac-Man” and “Super Mario Bros.”, emphasizing the role of innovation and key figures like Nolan Bushnell and Shigeru Miyamoto.

Key concept: “That was a game.”

4. THE INFINITE HILL

This chapter examines the success of “League of Legends” (LoL), a popular MOBA game, exploring the complexities of its design, its free-to-play model, and the importance of balancing gameplay to ensure a satisfying experience for players of all skill levels.

Key concept: “In a single-player game,” he said, “you make decisions in context of the player. How does the player feel, how does the player feel, how does the player feel. In a multiplayer game, you are interacting with other humans, who are also having experiences. And that makes it a different animal.”

5. HOW TO MAKE A MAGIC CIRCLE

This chapter explores the process of designing a video game, covering topics like using game engines, prototyping, and the different roles involved in game development. It emphasizes the importance of empathy in game design, considering the experiences and perspectives of all players.

Key concept: A good game designer is always thinking some version of the following: What would someone who is not me enjoy in this situation? What would someone who is not me not enjoy in that situation?

6. THE GARDEN OF FORKING PATHS

This chapter profiles Brendon Chung, an independent game developer known for his unique and innovative games like “Gravity Bone” and “Quadrilateral Cowboy”. It discusses his approach to game design, his focus on creating immersive experiences, and his willingness to experiment with unconventional game mechanics.

Key concept: “That’s kind of a unique thing with games, that you share some authorship of a thing with the player,” he told me.

7. THE THEME OF THE TRAITOR AND THE HERO

This chapter explores the concept of meaningful play in video games, arguing that games can be more than just fun, they can offer experiences of mastery, community, and autonomy. It also examines the potential for games to be considered art and the responsibility of game designers to consider the cultural impact of their creations.

Key concept: “They can be fun,” he said. “But fun is overrated.”

8. METAPHORS WERE A WEARINESS OF THE FLESH TO THE POETS THEMSELVES

This chapter discusses the cultural impact of video games and the rise of a “Ludic Century” where games are not just entertainment but also tools for learning, social change, and even ethical and moral exploration. It considers the potential for virtual reality and augmented reality to further blur the lines between games and reality.

Key concept: “In the Ludic Century, we cannot have a passive relationship to the systems that we inhabit. We must learn to be designers, to recognize how and why systems are constructed, and to try to make them better.”

9. MANIFESTATIONS OF IMAGINATION

This chapter examines Riot Games’ expansion beyond “League of Legends” into new games, mobile gaming, and other media like books and television. It discusses the challenges of managing a growing company and the importance of strategic thinking in game design, particularly in choosing what not to do.

Key concept: “The choices you make to not do something are at the core of it,” he said, “because there’s so much you can do, so much you could do, and really for any game that’s innovative, it turns out there’s a handful of things that matter and there’s a ton of stuff that doesn’t.”

Essential Questions

1. What makes a game meaningful?

The book argues that designing a successful game involves creating a system with clear rules and mechanics that provide players with meaningful choices and a sense of agency. This meaning can stem from a variety of sources, including mastery of the game’s systems, connection with other players, and the feeling of autonomy in making decisions within the game’s world. Ultimately, the meaningfulness of a game is subjective and dependent on the player’s individual experiences and interpretations.

2. Why is empathy essential in video game design?

Empathy is crucial in game design because it allows designers to anticipate player needs, motivations, and potential frustrations. By understanding how players might feel and react to different situations within the game, designers can create more engaging and satisfying experiences. Empathy also plays a role in fostering a positive and inclusive gaming community, as designers consider the impact of their choices on the overall player experience.

3. How do video games differ from other art forms?

The book explores the idea that video games, unlike traditional art forms like painting or literature, are interactive and collaborative experiences. The player’s actions directly shape the unfolding of the game, creating a dynamic and evolving narrative. This interactivity blurs the line between creator and consumer, as players become active participants in the creation of meaning within the game’s world.

4. What are the different approaches to controlling player agency within a game?

While some game designers focus on creating highly structured experiences with defined goals and outcomes, others, like Brendon Chung, embrace a more open-ended approach. This allows players more freedom to explore the game’s world, experiment with different mechanics, and even contribute to the game’s development through mods and other forms of user-generated content. This open-endedness can lead to a more diverse range of player experiences and a greater sense of ownership over the game.

5. What is the cultural impact of video games and the responsibilities of game designers?

The book argues that games are not just entertainment but powerful tools that can shape culture and influence how we learn, think, and interact with the world. As games become increasingly integrated into our lives, designers have a responsibility to consider the ethical and social implications of their creations. This includes fostering positive player interactions, promoting diversity and inclusion, and using games to address real-world issues and challenges.

Key Takeaways

1. Empathy is essential for creating meaningful and engaging game experiences.

Game designers must go beyond simply creating technically sound games; they need to understand how players will interact with their creations, both individually and as a community. This involves considering the emotional and psychological impact of the game, as well as the social dynamics that emerge within the game world.

Practical Application:

AI product engineers can apply this by considering the diverse needs and motivations of users when designing AI-powered systems. For example, an AI assistant should be able to adapt its communication style and functionality based on the user’s specific goals and preferences.

2. Video games blur the line between creator and consumer, fostering a collaborative and participatory culture.

Unlike traditional art forms where the audience is typically passive, games empower players to become active participants in the creative process. They can shape the narrative through their choices, modify the game’s rules through mods, and contribute to the game’s evolution by providing feedback and engaging with other players. This collaborative aspect is a defining characteristic of video games and a key driver of their ongoing innovation.

Practical Application:

AI engineers can leverage this concept by designing AI systems that allow for user customization and modification. This could involve open-source code, APIs, or user-friendly interfaces that empower users to shape the AI’s behavior and adapt it to their specific needs.

3. Video game designers have a responsibility to consider the ethical and social impact of their creations.

As games become increasingly sophisticated and integrated into our lives, their potential impact on culture and society grows. Designers must be mindful of the messages their games convey, the behaviors they encourage, and the potential for both positive and negative social consequences. This includes promoting inclusivity, addressing issues like harassment and toxicity, and considering the ethical implications of AI and other technologies within game worlds.

Practical Application:

AI engineers can apply this by considering the ethical implications of AI systems in various real-world scenarios. This could involve designing AI for healthcare, criminal justice, or finance, where the decisions made by AI can have significant consequences for individuals and society.

Suggested Deep Dive

Chapter: Chapter 8: METAPHORS WERE A WEARINESS OF THE FLESH TO THE POETS THEMSELVES

This chapter delves into the potential of games to shape culture and society, raising important questions about the future of entertainment, learning, and even human existence in a world increasingly dominated by technology. It’s a thought-provoking exploration of the “Ludic Century” and the blurring lines between games and reality, which would be particularly relevant for AI product engineers.

Memorable Quotes

Chapter 1: THE UNIVERSE, ALSO KNOWN AS THE GAME. 6

They’re the reason so many people come here to live. That is, to play.

Chapter 4: THE INFINITE HILL. 27

How the game looks is very different from how the game works.

Chapter 7: THE THEME OF THE TRAITOR AND THE HERO. 39

“They can be fun,” he said. “But fun is overrated.”

Chapter 5: HOW TO MAKE A MAGIC CIRCLE. 48

The magic circle, he told me, “is a finite space with infinite possibility.”

Chapter 8: METAPHORS WERE A WEARINESS OF THE FLESH TO THE POETS THEMSELVES. 71

“In the Ludic Century, we cannot have a passive relationship to the systems that we inhabit. We must learn to be designers, to recognize how and why systems are constructed, and to try to make them better.”

Comparative Analysis

While “Becoming a Video Game Designer” shares similarities with other works on game design, it stands out for its focus on the human element and the cultural impact of games. Unlike technical manuals that primarily address the mechanics of game creation, this book delves into the philosophical underpinnings of game design, exploring concepts like meaningful play, empathy, and the role of games in shaping society. It also provides compelling portraits of individuals in the industry, offering a glimpse into their creative processes and the diverse paths they’ve taken. In this way, it goes beyond simply explaining how to make games to examining why games matter, placing video game design within a broader cultural and societal context.

Reflection

Halpern’s exploration of video game design goes beyond a simple how-to guide, offering a nuanced look at the creative, philosophical, and ethical dimensions of this burgeoning field. His emphasis on the importance of empathy in designing for diverse audiences, and the potential impact of games on culture and society, are particularly relevant in today’s world where technology plays an ever-increasing role in our lives. While the book focuses heavily on the experiences and perspectives of professional game developers, it also highlights the participatory nature of gaming, acknowledging the vital role that players play in shaping the evolution of games. However, the book could benefit from a more critical examination of the industry’s challenges, particularly regarding issues of diversity and inclusion, which are only briefly addressed. Overall, “Becoming a Video Game Designer” is an insightful and engaging read that sheds light on the complex and fascinating world of video game creation and its implications for our future.

Flashcards

What is a co-op game?

A game genre where players work together as a team, usually against AI opponents.

What is content design in games?

Elements within the game world that players can interact with, such as characters, objects, and environments.

What is play balance in game design?

Adjusting the rules and mechanics of a game to ensure fairness and a satisfying experience for all players.

What is a sandbox game?

A game that allows players a great deal of freedom to explore the game world and pursue their own goals, often without a linear narrative structure.

What is diegesis in game design?

The practice of designing game elements and effects to occur within the game’s internal logic and world, rather than breaking the fourth wall.

What is iterative design?

A game design approach that involves continuous testing and refinement based on player feedback.

What are game mechanics?

The underlying rules and systems that govern how a game works.

What is a persistent world in games?

A virtual world that exists and evolves independently of individual players, often in massively multiplayer online games.