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The Art of Game Design: A Book of Lenses
ARG Design

The Art of Game Design: A Book of Lenses

Jesse Schell 2020 14 references

Jesse Schell's game design methodology: 112+ diagnostic lenses, the elemental tetrad, and experience-first design principles for creating compelling games.

game-design experience-design iteration game-mechanics interactive-storytelling player-psychology

Overview

The Core Framework

  • Design for experience, not artifact — the game is a vehicle; the player's feeling is the product
  • Use lenses, not rules — 112+ diagnostic question sets, each revealing a different design facet; no single lens is complete
  • The Elemental Tetrad — every game has four co-equal elements: mechanics, story, aesthetics, technology
  • The Rule of the Loop — more test-improve iterations always produce better games; no exceptions
  • Triangularity — give players meaningful choices between low-risk/low-reward and high-risk/high-reward options

Quick Lookup

Situation Do This Avoid This
Starting a new game Identify the essential experience first Jumping straight to mechanics or story
Prototype isn't fun Check for triangularity and dominant strategies Adding more content or features
Story feels forced Design the Story Stack bottom-up (fantasy first) Writing story first and forcing gameplay to fit
Players feel railroaded Use indirect control (constraints, goals, visual design) Removing player choices or adding cutscenes
Team disagreements Return to the essential experience as tiebreaker Letting the loudest voice win
Playtest feedback is confusing Use FFWWDD questions in order Asking "did you like it?"
Client gives bad suggestions Uncover the three layers of desire (words/mind/heart) Implementing the suggestion literally
VR feels wrong Check the six presence breakers (motion sickness first) Adding more visual detail

The Key Insight

"The more times you test and improve your design, the better your game will be." — Jesse Schell, Chapter 8

References