Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself 😎

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


🕹️ My Games
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Game design theory, even at its most practical, is incredibly hard to apply to game development because game development is a highly intuitive process. The more complex a game gets, the more intution driven the development process becomes, because the possibility space becomes unmanageable.

The developer's tiny brain can only think of so many things at once. Trying to visualize something is even more difficult. Because of this, at any given point of development, the dev is only going to be working on specific aspects of their game - chunks of the possibility space, specific interactions, slices.

What I found to be most effective so far is to think of practical theory not as a map, but more as a magnet applying steering force to a dev's brain and as a nice hefty slap across the face for a factory reset.

You want to build catchy rules of thumb that put the dev in a desired mode of thinking, steering their attention and making them focus on the right things. Simple words or phrases that can be said out loud and instantly make your mind race towards a large amount of related associations. Derek Yu's Bigness concept is my favorite example of this - as soon as I utter it my brain goes through things like using signifiers, leaving in mechanics I feel are too redundant, a very vivid idea of what "fiddliness" feels like, ARPG fans being obnoxious, etc. The simpler, clearer and more versatile your mental image is, the better. Ideally you should be able to smell and taste it, too.

Comparison is a very powerful tool - build up the image of the concept, but also build up its opposite or its absence, tie it to games the dev likes and dislikes. This creates stronger webs of associations, and possibly emotions. You want to somehow tap into the realm of feelings and intuitions. If people start wondering how your concepts apply to this or that game long after they finished listening to or reading your stuff, you know you're on the right track.

The other useful type of design theory is dev "life hacks" - things anyone can instantly apply to their games. Trying to find examples like this which naturally follow from your general game design concepts is very important. And once again, pointing to concrete examples is also important, and not just once or twice but constantly - effective teaching of game design concepts is a gradual process of rewiring someone's brain.

And of course the ultimate filter is using your concepts in your own games or while giving playtesting feedback for others - the most effective stuff will have tangible results.

The process is actually kind of similar to a lot of what you see in marketing, so maybe going through cognitive biases and checking how to capitalize on them might be fruitful.

But realistically it's probably better to just play & make more games.


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in reply to @boghog's post:

i've seen so many developers overplan all the time and trap themselves into cognitive paralysis for days and weeks, that's crazy. please make at least SOMETHING that works first, then play around with it and decide whether it's good or not.

Yea I've seen this a lot too, especially new developers. It's important to make those devs realize how fucking useless game design theory is in practice, they should not be thinking much at all until at least they have a working prototype or vertical slice.

"I have a trick that makes things easier for me. Since writing is very hard and rewriting is comparatively easy and rather fun, I always write my scripts all the way through as fast as I can, the first day, if possible, putting in crap jokes and pattern dialogue—“Homer, I don’t want you to do that.” “Then I won’t do it.” Then the next day, when I get up, the script’s been written. It’s lousy, but it’s a script. The hard part is done. It’s like a crappy little elf has snuck into my office and badly done all my work for me, and then left with a tip of his crappy hat. All I have to do from that point on is fix it. So I’ve taken a very hard job, writing, and turned it into an easy one, rewriting, overnight. I advise all writers to do their scripts and other writing this way. And be sure to send me a small royalty every time you do it."

  • John Swartzwelder

They should view gamedev as writing, and game design theory as a kind of post-processing layer of editing they can put on top.