Before you start designing your own games, mods, or levels, it is important that you have a firm understanding of the game design basics. This includes understanding the heart of the video game medium, mechanics, interplay, variation, and counterpoint. On top of this, it wouldn't hurt to become familiar with the critical theories I've developed.
So if you're looking for an entry point into the level of discourse within the Critical-Gaming Network, a place to start developing your critical-eye, or seeking a crash course in game design then here is where you start.
First of all, if you can get your hands on a copy of the book Half-Real by Jesper Juul, read it cover to cover. This book jump started my journey into developing Critical-Gaming. The foundation and language Half-Real builds is indispensable. After reading the book, make your way through these articles.
The pages below may not display properly in some browsers (Safari).
Mechanics
- Dialogue: The Mechanics of Language
- Mechanics and Abstractions part.1
- Mechanics and Abstractions part.2
- Mechanics and Abstractions part.3
Introduction
Interplay
Variation
Counterpoint
Counterpoint continued
Interplay 2
- Counterpoint: The Depth of Interplay pt.1
- Counterpoint: The Depth of Interplay pt.2
- Counterpoint: The Depth of Interplay pt.3
- Counterpoint: The Depth of Interplay pt.4
- Counterpoint: The Depth of Interplay pt.5
- Counterpoint: The Depth of Interplay pt.6
- The Interplay of Mario Strikers Charged
- The Interplay of Advance Wars
- The Interplay of Brawl
Variation 2
- for the Love of Variation pt.1
- for the Feel of Design Space pt.2
- for the Steps of Development pt.3
- for the Scale of Balance pt.4
Level Design
-
Dynamics (Time & Decay)
- Gameplay Dynamics
- Dynamic Clarification
- Measuring Time: Real and Turn-Based
- Decay-Cycles and Natural Forms
Dynamics (2D/3D Space)
- 2D vs 3D: Lost in Space
- 2D + 2D = 3D pt.1
- 2D + 2D = 3D pt.2
- 2D + 2D = 3D pt.3
- 2D + 2D = 3D pt.4
- 2D + 2D = 3D pt.5
- 3D Control of 3D
- Compressing Space
- Farewell Ba3D
Misc. Design & Theory
- Organic and Inorganic Design
- Taking CHARGE
- Difficulty Design: A Difficult Endeavour
- Interplay....Gunplay
- Tension: Threats & Timers
- Video Game Climaxes
- Inward Innovation
- Mulling Over Multiple Goals
- Engaging Design
- Engage, Challenge, Interact
- Spectator Sport
- Counterpoint: Functional Blind Spots
- Wrinkles in Design Space
Platformer
- The Measure of Mario pt.1
- The Measure of Mario pt.2
- The Measure of Mario pt.3
- The Measure of Mario pt.4
- The Measure of Mario pt.5
- The Measure of Mario pt.6
- The Measure of Mario pt.7
- The Measure of Mario pt.8
- The Measure of Mario pt.9
- The Measure of Mario pt.10
RTS
- Critical-Gaming Pikmin Course: Week 1
- Critical-Gaming Pikmin Course: Week 2
- Critical-Gaming Pikmin Course: Week 3
- Critical-Gaming Pikmin Course: Week 4
- Critical-Gaming Pikmin Course: Week 5
- Critical-Gaming Pikmin Course: Week 6
- Critical-Gaming Pikmin Course: Week 7 & 8
- Critical-Gaming Pikmin Course: Week 9, 10, & 11
- Critical-Gaming Pikmin Course: Final Presentations
Puzzle
- Puzzlement & Portability
- Puzzle Design & Decoder Reading
- Puzzle Design & Reading Failure
- Elegant & Brute Force Solutions
RPG
Skill
- An Examination of Skill pt.1
- An Examination of Skill pt.2
- An Examination of Skill pt.3
- An Examination of Skill pt.4
- An Examination of Skill pt.5
- An Examination of Skill pt.6
- An Examination of Skill pt.7
- An Examination of Skill pt.8
- An Examination of Skill pt.9
- An Examination of Skill pt.10
- An Examination of Skill pt.11
- An Examination of Skill pt.12
- An Examination of Skill pt.13
- An Examination of Skill pt.14
- An Examination of Skill pt.15
- An Examination of Skill pt.16
- An Examination of Skill pt.17
- An Examination of Skill pt.18
- An Examination of Skill pt.19
Co-op Design
- CO OP Mechanics and Design
- CO OP Mechanics and Design pt. 2
- CO OP Mechanics and Design pt. 3
- Co-unter-op Design
Competition
Misconceptions
- Competitive Multiplayer: Collective Misunderstanding pt.1
- Competitive Multiplayer: Collective Misunderstanding pt.2
- Competitive Multiplayer: Collective Misunderstanding pt.3
- Competitive Multiplayer: Collective Misunderstanding pt.4
Metagame
Complexities
Predicting Emergence
Linearity & Emergence
- Linearity. Emergence. Convergence pt.1
- Linearity. Emergence. Convergence pt.2
- Linearity. Emergence. Convergence pt.3
- Linearity. Emergence. Convergence pt.4
- Linearity. Emergence. Convergence pt.5
- Linearity. Emergence. Convergence pt.6
- Linearity. Emergence. Convergence pt.7
- Linearity. Emergence. Convergence pt.8
- Linearity. Emergence. Convergence pt.9
Depth & Complexity
- Depth From Complexity pt.1
- Depth From Complexity pt.2
- Depth From Complexity pt.3
- Complexity From Simplicity pt.1
- Complexity From Simplicity pt.2
- Complexity From Simplicity pt.3
- Complexity From Simplicity pt.4
- Complexity From Simplicity pt.5
Evaluating Combat
- Appraising the Art of Combat pt.1
- Appraising the Art of Combat pt.2
- Appraising the Art of Combat pt.3
- Appraising the Art of Combat pt.4
- Appraising the Art of Combat pt.5
- Appraising the Art of Combat pt.6
- Appraising the Art of Combat pt.7
- Appraising the Art of Combat pt.8
- Appraising the Art of Combat pt.9
- Appraising the Art of Combat pt.10
- Appraising the Art of Combat pt.11
Interesting Choices
- Interesting Choices: Interesting Gameplay pt.1
- Interesting Choices: Interesting Gameplay pt.2
- Interesting Choices: Interesting Gameplay pt.3
- Interesting Choices: Interesting Gameplay pt.4
- Interesting Choices: Interesting Gameplay pt.5
- Interesting Choices: Interesting Gameplay pt.6
- Interesting Choices: Interesting Gameplay pt.7
- Interesting Choices: Interesting Gameplay pt.8
- Interesting Choices: Interesting Gameplay pt.9
Digital Truth
Learning, Motivation, and Behavior
- From Unintuitive to Eureka pt.1
- From Unintuitive to Eureka pt.2
- From Unintuitive to Eureka pt.3
- From Unintuitive to Eureka pt.4
- From Unintuitive to Eureka pt.5
Interpreting the Mind from the Game
- Game/Mental State pt.1
- Game/Mental State pt.2
- Suckcess!
- Game/Mental State pt.3
- Game/Mental State pt.4
- Game/Mental State pt.5
Nuance
Simplification
- Complex Time Simplified pt.1
- Complex Time Simplified pt.2
- Complex Time Simplified pt.3
- Design-Space-Time Continuum pt.1
- Design-Space-Time Continuum pt.2
- Design-Space-Time Continuum pt.3
Fun
Story Design (Universal)
- Story Design - Story Telling pt.1
- Story Design - Story Telling pt.2
- Story Design - Story Telling pt.3
- Story Design - Story Telling pt.4
- Story Design - Story Telling pt.5
- Story Design - Story Telling pt.6
- Story Design - Story Telling pt.7
- Story Design - Story Telling pt.8
- Story Design - Story Telling pt.9
Clear Communication
- The Coefficient of Clean pt.1
- The Coefficient of Clean pt.2
- The Coefficient of Clean pt.3
- The Coefficient of Clean pt.4
- The Coefficient of Clean pt.5
- The Coefficient of Clean pt.6
- The Coefficient of Clean pt.7
- The Coefficient of Clean pt.8
- The Coefficient of Clean pt.9
- A Crash Course In Innovation (and the necessity of language)
- Don't Start Nothing Won't Be Nothing
- Why Game Writers Need To Be Specific
- Linearity: Games vs Conversation
Metaphors
Examples
Back to the Basics
What Is Gameplay?
- A Defense of Gameplay pt.1
- A Defense of Gameplay pt.2
- A Defense of Gameplay pt.3
- A Defense of Gameplay pt.4
- A Defense of Gameplay pt.5
- A Defense of Gameplay pt.6
Controllers
- Controller Design: Buttons pt.1
- Controller Design: Analog Stick pt.2
- Controller Design: Touch Screen pt.3
- Controller Design: Pointers pt.4
- Controller Design: Motion pt.5
- Controller Design: Terminology pt.6
- Controller Design: Ergonomics pt.7
- Controller Design: Function vs Feel pt.8
- Controller Design: Customization pt.9
- Controller Design: Recap & Rebuttals pt.10
- Controller Design: Rebuttals pt.11
Save System Design
- Save System Design pt.1
- Save System Design pt.2
- Save System Design pt.3
- Save System Design pt.4
Abstraction
- Embrace The Abstraction
- Abstract on Abstraction pt.1
- Abstract on Abstraction pt.2
- Abstract on Abstraction pt.3
Limits of Art & Design
- Design Space: Infinite Undiscovery pt.1
- Design Space: Infinite Undiscovery pt.2
- Design Space: Infinite Undiscovery pt.3
- Design Space: Infinite Undiscovery pt.4
- Design Space: Infinite Undiscovery pt.5
- Design Space: Infinite Undiscovery pt.6
- Design Space: Infinite Undiscovery pt.7
- Design Space: Infinite Undiscovery pt.8
- Design Space: Infinite Undiscovery pt.9
The Verdict on Video Games
- The Verdict on Video Games pt.1
- The Verdict on Video Games pt.2
- The Verdict on Video Games pt.3
- The Verdict on Video Games pt.4
- The Verdict on Video Games pt.5
- The Verdict on Video Games pt.6