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5 items tagged with goals

Steambirds: Survival Mobile

https://lostgarden.home.blog/2011/10/13/steambirds-survival-mobile/

arrow of play game analysis choice pacing goals

An introduction to the concept of arrow of play, the property of systems that always move the player forward (such as hunger in roguelikes). Several examples from Steambirds about arrow of play: decay, increasing enemies, short-term and long-term goals, currency and currency flow, and limited choices.

How to Keep Players Engaged (Without Being Evil)

https://www.youtube.com/watch?v=hbzGO_Qonu0

engagement pacing intensity difficulty core loop goals

How to keep players engaged, without addictive evil design? Pacing (varying the intensity) of the pillars (core gameplay) such as alternating puzzles with action or cutscenes; anticipation and foreshadowing (what's behind that giant door?), mysteries (including narrative), long-term goals like collectables or map completion, and compelling challenge (not too easy or difficult)

How to Design a Game Around Emergent Gameplay

https://medium.com/@GWBycer/how-to-design-a-game-around-emergent-gameplay-a9348557570b

emergent gameplay depth complexity mechanics goals

A look at what emergent gameplay is and isn't, and some ingredients that support emergent gameplay: mechanics with multiple purposes, properties, goals, multiple solutions. It isn't just an open world or a moddable game.

How To Perfect Your Game’s Core Loop

https://gameanalytics.com/blog/how-to-perfect-your-games-core-loop/

core loop goals polish

How to design the core game loop and surrounding game loops to focus on the fun in your game. A clear goal, short loop, and strong theme go a long way. Prototype, iterate, and keep improving.

How to Start Designing Games

https://medium.com/super-jump/how-to-start-designing-games-f4cb5440ebf9

theory mechanics prototyping aesthetics core loop goals

A thorough introduction to the fundamentals of game design, and how to implement them in your game. Aesthetics, mechanics, economy, narrative story, mechanics, goals, prototypes, and how to connect them all together.