What I’ve Learned About Games

This list is dedicated to the things I’ve learned from a life spent playing, and the games that taught me by their examples. These have always been my personal design commandments, and I hope that my work will one day come to embody the principles listed here.


GAMES SHOULD HAVE PERSONALITY

Any character can deliver dialogue, but there are precious few that can earn our admiration. It is not enough to make characters that are believable; they should be charismatic as well. Strong heroes are essential to a game’s appeal.

Examples: Beyond Good & Evil, Rayman 2: The Great Escape


ANYTHING CAN BE A CHARACTER

Relic’s Homeworld stars one of the most memorable characters in PC gaming, but this character is not even a person - it’s a civilization. When conveyed with restraint, the hopes and dreams of an entire culture can be every bit as compelling as those of a traditional hero.

Examples: Homeworld, Darwinia


CHARACTERS CAN GROW

Progress is more than just stat-building. When the player’s character grows and matures as a person, the player will experience this growth as a direct result of his own actions. No other medium can make this claim.

Example: Uncharted: Drake’s Fortune


IMMERSION TRUMPS REALISM

As alluring as photorealism may be, it does not necessarily make a game more convincing. A consistent atmosphere that faithfully obeys its own aesthetic rules can create a feeling of familiarity, like a dream.

Examples: Ico, Jet Set Radio Future


CONTROLS CAN BE EMOTIONAL

Emotional content need not be restricted to cutscenes. When vanquishing giants in Shadow of the Colossus, the player must literally cling to one button for dear life, and even riding on horseback requires subtle coaxing. The mechanics evoke the emotion, not the dialogue.

Example: Shadow of the Colossus


WORLDS SHOULD ENCOURAGE EXPLORATION

“Non-linear” is too broad. A game’s core design should encourage the player to go everywhere and try everything, not just provide distractions. The distant horizon is a universe of possibility, and the player should be aware of this at every moment, even if the game itself is fundamentally linear.

Examples: Super Mario 64, Jak and Daxter: The Precursor Legacy


BIGGER IS NOT ALWAYS BETTER

In an environment where many publishers actively draw attention to their enormous budgets, it’s easy to forget what a single person can accomplish - be it a side-scrolling adventure, an experimental MMO, or a five-minute examination of life itself.

Examples: Cave Story, Love, Passage


LET THE PLAYER FIND YOUR STORY

Games require participation; too much exposition is boring at best, and insulting to the player’s intelligence at worst. Understanding the story should be part of the game, not something to sit through when the game stops.

Examples: Metroid Prime, Halo series, Half-Life series


EMPOWER THE PLAYER WITH MOBILITY

Give the player many places to go, and many ways to get there. Think of the freedom one experiences during a lucid dream; any place that can be seen can be reached. If the act of traversing the environment is exhilarating, there will never be a dull moment.

Examples: Crackdown, Starsiege: Tribes


FLUIDITY IS BLISS

Proper control is like a good dance partner. A game should react with absolute precision to even the most subtle input while striving to anticipate the player’s intent. When controls are effortless, gameplay challenges feel rewarding and never “cheap.”

Examples: Genji: Dawn of the Samurai, Ninja Gaiden


PROMOTE FLOW STATE

Create challenges that require finesse and zen-like focus, not miraculous reflexes. Push the player to perform at his peak, and eliminate all obstacles that cannot be anticipated. A failed challenge should never break the player’s concentration.

Examples: WipEout HD, F-Zero GX


HUMOR IS A DESIGN TOOL

Clever dialogue is not the only way to make the player smile. From character animations to environmental details to harmless practical jokes built into the level design, any part of a game can potentially be built for comedic effect.

Examples: Oddworld series, Katamari Damacy, Giants: Citizen Kabuto


ANYTHING CAN TELL A STORY

Meaningful storytelling need not be confined to RPGs and character-driven adventures. A properly justified story can breathe life into any game, even if it belongs to a traditionally “shallow” genre.

Examples: Rez, Gitaroo Man


ART BEFORE TECH

Game art often benefits from technology, but should never rely on it. Beautiful images can be created under surprisingly rigid constraints, and these same constraints can even be a source of inspiration in themselves.

Examples: Odin Sphere, Ōkami


BREVITY IS POWERFUL

“Total hours of gameplay” is not a measurement of quality. A game should only be as long as it needs to be, and padding your story with irrelevant subplots and grinding will only dilute the experience.

Examples: LostWinds, Portal


CULTIVATE NEW REALITIES

Most games take place in fictional worlds, but when all the imaginary details are placed in a coherent context, an entire universe is born.

Examples: Omikron: The Nomad Soul, Outcast