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10 Game Design Lessons from 10 Years of GMTK

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Game Maker's Toolkit15:38Open on YouTube
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The bottom line

A game's experience comes from its mechanics, so designers should choose each mechanic to serve the experience they want for a specific audience. Build it, playtest it, and keep questioning every lesson, because untested ideas and rules of thumb often fail.

Key takeaways

  • A game's experience comes from its mechanics, not its plot, graphics or setting. 2:37
    • Far Cry 4 feels like a blockbuster because ammo is plentiful and you can track enemies and wipe them off the map.
    • Far Cry 2 feels harrowing because weapons jam, jeeps break down, malaria strikes and death sends you back to a save station.
  • No mechanic is right or wrong, only right or wrong for the experience you want. 3:55
    • High scores, lives, saving progress in roguelikes and fixed cameras all get the same answer: it depends.
  • Mechanics should be tuned to a target audience. 5:40
    • Spider-Man's simple swinging suits the casual players a PS4 tie-in is aimed at, even though it disappointed a hardcore player.
    • Mario and Celeste reach other players through optional hard content and an explained assist mode.
  • A game idea is worthless until it is built and playtested. 11:24
    • Playtesters get lost, misread the controls and overthink or underthink puzzles in ways the designer never imagined.
    • Building also helps, since bugs and happy accidents can produce the best ideas.
  • Every design lesson needs to be re-evaluated, including these ones. 13:24
    • Trends, people, opinions and the industry change, and we can simply make mistakes. Never take some game design lesson as gospel.

Everything seems fun in our mind's eye. But you can only spot the problems, the design flaws, and the unintended issues when the game is real.

Mark Brown

Chapter summaries

0:00 Intro

A design channel can be a way of learning the craft, not a display of expertise.

  • The channel began as a way to learn game design 0:08
    • Ten years on, it spans 200 videos and 8 game jams.
    • Research, interviews and analysis fed every episode.
    • The first upload went out on November 6th, 2014.
    • The ten lessons boil down about 50 hours of videos.

1:51 Lesson 1

Same setting, opposite mechanics, opposite feelings
Far Cry 4Far Cry 2
Setting & villainCivil war, charismatic villainCivil war, charismatic villain
WeaponsLoads of ammoGuns can jam
EnemiesTrack them, wipe off map—
Hazards—Jeeps break down, malaria
Death—Back to last save station
Feels likeBlockbuster action rollercoasterWorst package holiday ever
Plot, graphics and setting match, so only the mechanics can explain why one thrills and the other harrows.

Games that look alike on paper can play completely differently, so the mechanics are where to look for the feeling.

  • Two games with the same surface features give opposite experiences 2:00
    • Both have civil wars in fictional countries, charismatic villains, enemy camps and exotic animals.
    • One plays like an action rollercoaster, the other like the worst package holiday you've ever been on.
    • The test question: how do the mechanics contribute to the experience?
    • Plot, graphics and setting are the same in both, so they can't explain the difference.

3:24 Lesson 2

A mechanic can only be judged against the experience it is meant to create.

  • Trends are a bad reason to add or drop a mechanic 4:26
    • A 2018 look at whether leaderboards are still relevant ended with it depends.
    • Each mechanic has pros and cons.
    • Chasing a trendy mechanic is a mistake.
    • Ignoring a mechanic that feels out of date is the opposite mistake.

4:42 Lesson 3

A game that disappoints one player may be doing its job for the audience it was made for.

  • A critic's own taste is not the measure of a design 5:24
    • Spider-Man's swinging works by holding one button, with hidden physics hacks, and it can't splat you into a skyscraper.
    • The first verdict was that a power fantasy needs complex inputs and high stakes.
    • That verdict came from a hardcore player who loves deep movement with a high skill ceiling.
    • The question that was never asked: was this game made for me?

6:14 Lesson 4

Mario stacks optional hard layers on an easy path
Nobody has to touch the hard layers to finish, but players more hardcore than the target audience always have more to chase.

Optional hard content lets an easy game still satisfy players who want more.

  • Mario hides its difficulty settings in optional content 6:24
    • Modern Mario is built for families and newbies, so reaching the final boss is easy.
    • Veterans going back to 1985 get tricky coins, tough bonus levels, a secret post-game world and challenges.
    • Spider-Man 2 added a harder swinging setting.
    • Options let a game appeal to players more hardcore than its target audience.

7:18 Lesson 5

Explain the intended challenge before offering the easy path
Dark Souls offers no such choice, while Celeste keeps its intent clear and still lets everyone finish.

Easy modes need not undermine a hard game's intended experience if players are steered well.

  • Explaining an assist mode protects the intended experience 8:05
    • Dark Souls is hard on purpose, to produce fear and then triumph.
    • Celeste's options let players make the game as easy as they need.
    • Its developers explain the mode's purpose before you switch it on.
    • The intended audience is anyone new to games, living with a disability, or more interested in the story than the jumps.

8:51 Lesson 6

Designers who treat a genre as a checklist of mechanics end up making samey games.

  • Thinking of genres in the loosest terms keeps games fresh. 9:47
    • Copying a list of must-have mechanics means making the same thing again and again.
    • After 2017, many games copied FromSoft with renamed souls, bonfires and estus flasks, and felt pretty samey.
    • Players can fuss over genre labels. Designers who do so lose the freedom to add, remove and mix features.

10:16 Lesson 7

Good AI is whatever gives the most interesting gameplay, not the most lifelike behavior.

  • Enemy AI exists to present interesting gameplay, not to pass the Turing Test. 10:26
    • Seemingly complex systems are often quite simple underneath.
    • The Nemesis System and the AI of The Sims are simple systems that create magical experiences.
    • The best solution to a complex problem is the one that gives the player the most interesting experience.

11:12 Lesson 8

Only a playable prototype reveals what your imagination hides
Building can also turn up the best ideas, from bugs, accidents and sudden realisations during development.

A game idea has value only once a prototype proves it.

  • Our brains are bad video game simulators, so theory alone can't tell us what works. 11:34
    • Theory only gets you so far. Nothing beats playing the game itself.
    • In "The Games That Designed Themselves", ideas arrive mid-development through a bug, a happy accident or a sudden realisation.
    • A prototype is how an idea proves its value.

12:20 Lesson 9

Frequent playtesting checks that a design produces the results the designer wants.

  • Playtesters should be involved at every stage of development. 12:49
    • Game design is about building a game for other people.
    • Valve's "Secret Weapon" video makes the case for constant playtesting.
    • Designing is as much about solving playtesting problems as about coming up with cool ideas.

13:15 Lesson 10

Every design lesson, these included, must be checked against the games you want to make.

  • Each designer must decide whether a lesson is true for them. 13:48
    • Take in as many lessons as you can, then test them yourself.
    • Being open to a rethink matters because the industry, trends and opinions all change.
    • The warning applies especially if it's coming from a YouTuber.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Ten years of Game Maker's Toolkit boiled down to ten lessons: mechanics drive experience, no mechanic is right or wrong in isolation, design for a target audience, and test everything with real players. The Far Cry 2 versus Far Cry 4 comparison and Celeste's Assist Mode make the ideas concrete.

Lessons that draw on this:

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript219 lines
Intro 0:00
0:00

On November 6th, 2014, I uploaded the first video to a YouTube channel called Game Maker's Toolkit - a channel where I could tell you absolutely everything I know about game design. And now - ten years, 200 videos, 8 game jams, and countless dungeon design flow charts later - I can finally reveal the truth. I didn't really know anything about game design! Because despite the fancy motion graphics, the lo-fi hip hop soundtrack, and the commanding British accent - all things that help give the channel an air of authority and knowledge - I am, truthfully, no expert.

0:48

But I wanted to learn. I wanted to understand the craft and cleverness behind my very favourite hobby. And so every video was an opportunity for me to find out more. Through research and interviews and analysis. And then I could pop on YouTube and share what I've learned with all of you. And you know what? It worked. I've learned so much about the field of game design in this last decade. And so to mark this massive milestone, I want to share with you the ten biggest lessons of them all.

1:25

Basically - if I could boil down 50 hours worth of GMTK videos into a single episode, this is what I would make. So join me on a whistle stop tour of all the lessons, learnings, revelations, and mistakes from the first ten years of running this channel. I'm Mark Brown and this is Game Maker's Toolkit.

Lesson 1 1:51
1:51

Lesson 1 One of my very first videos looked at two games: Far Cry 2 and Far Cry 4. Now on the surface these games are very similar: they're both about civil wars in fictional countries. They both have charismatic villains. They both have enemy camps and exotic animals. And they both have the words Far and Cry in their name. What are the chances? But the similarities end there because when you actually pick up the controller and start playing, you'll realise that these games are completely different.

2:28

One is a thrilling blockbuster action movie rollercoaster. And the other is literally the worst package holiday you've ever been on. And so with this video I learned one of the most fundamental game design lessons: that a game's experience is not driven by the plot, or by the graphics, or by the setting - but by the game mechanics. Far Cry 4 is fun because you have loads of ammo, you can track your enemies, and you can permanently wipe your foes off the map.

2:59

And Far Cry 2 is harrowing because your weapons can jam, your jeep can break down, you have to stave off bouts of malaria, and dying sends you all the way back to the last save station. So if you want to understand why a game makes you feel a certain way, ask yourself: how do the mechanics contribute to the experience?

Lesson 2 3:24
3:24

Lesson 2 In 2018 I made a video that asked the question: are high scores and leaderboards still relevant in modern games? Or are they just an antiquated relic of the arcade era? If you were hoping for a definitive answer one way or the other, you'd be disappointed because the truth is: it depends. This mechanic makes sense in some games, and doesn't work for others. And there are both pros and cons to including such a system in your game.

3:55

And so with this video I learned the lesson that there's no such thing as a right or wrong game mechanic. As per lesson one, it totally depends on what sort of experience you want players to have. I've revisited this point a number of times. Are lives outdated game design? Should roguelikes save your progress between runs? Should a game have a fixed camera perspective? The answer is always the same: it depends on the type of game you're making.

4:26

It's tempting to use a game mechanic because it's trendy. Or to ignore a game mechanic entirely because it feels out of date. But the only way to judge a mechanic is to ask whether or not it can contribute to the experience you're trying to forge.

Lesson 3 4:42
4:42

Lesson 3 In that same year, I made a video about Insomniac's first Spider-Man game. And I came to the conclusion that the game was pretty disappointing because the web-swinging system was so simple. I mean, you can swing through Manhattan just by holding down a button. The game employs dozens of hidden physics hacks to aid your every move. And it's impossible to splat Spider-Man into the side of a sky scraper. Now I thought the lesson of that video was that in order to give the player a thrilling power fantasy, you had to provide significant challenge, with complex inputs, and high stakes for failure.

5:20

But the real lesson of this video was: I was wrong. Because, sure - the game was disappointing to me: a hardcore gamer who loves in-depth movement systems with high skill ceilings. But I never asked the question: was Spider-Man actually made for me? Because a game is built for a target audience. A specific type of person or player. And if you consider that a blockbuster PS4 movie tie-in is probably aimed at a more casual gamer...

5:53

well then Insomniac should really be praised for finding a way to give those players the incredible sensation of being Spider-Man. Even if it didn't work for me. So when it comes to making a video game, you have to decide who this game is for, and tune your mechanics appropriately. You can't please everyone, right?

Lesson 4 6:14
6:14

Lesson 4 Well, I dunno, actually. Because earlier this year I made a video called Super Mario's Invisible Difficulty Settings. And in this one I looked at how Nintendo tries to make its flagship franchise fun for everyone. Like, modern Mario games are made for families and newbies, so they are designed in such a way that it's pretty easy to make your way to the final boss, and to the end of the story. But if you're a seasoned plumbing pro who's been stomping Koopas since 1985, well, you're not going to be bored.

6:48

And that's because there's loads of optional harder content to sink your teeth into. Tricky coins to collect. Tough bonus levels to play. A secret post-game world to unlock. And challenges to finish. So with this video I learned that options and bonus content can be used to make a game appealing to those who are more hardcore than the target audience. Oh, and hats off to Insomniac, who included a setting for harder swinging in Spider-Man 2.

Lesson 5 7:18
7:19

Lesson 5 But what about the other way around? What if you make a game that's really difficult, and then find that certain players are unable to play or finish it? I grappled with this when asking the question "Should Dark Souls Have an Easy Mode?" I mean, FromSoft's haunting fantasy epic is intentionally challenging to give players a specific experience - of being scared out of your wits, but then having a feeling of triumph when you finally overcome those impossible odds.

7:51

Now sure, you could provide an easier difficulty mode. But if players picked that option, wouldn't it rob them of the intended experience? Well, I learned an important lesson in the video "What Makes Celeste's Assist Mode Special". This precision platformer is also crushingly difficult - but unlike Dark Souls, it features a wildly permissive set of options that let you make the game as easy as you need it to be. But here's the kicker: the developers carefully explain the point of this mode, before you turn it on.

8:22

They make it clear how Celeste is supposed to be played, but also offer a way to reduce the difficulty if you need it. Say, if you're new to games, or you live with a disability, or you're more interested in the storyline than the challenging jumps. Options, accessibility settings, and easy modes don't have to pose a threat to your intended experience. You just have to find a smart way to push players into seeing the version of the game that fits their needs best.

Lesson 6 8:51
8:51

Lesson 6 Okay, let's move off that track and talk about something else. One of the most popular subjects in gaming discourse is the topic of genres. Not a day goes by on Reddit without someone asking if a game truly counts a roguelike. And we can't go a week in the GMTK Discord without someone pointing out that Mario Kart is secretly an immersive sim, or some mad nonsense. But in the video "Do We Need a Soulslike Genre?", I learned that while it's fine for players to get preoccupied with genres, we don't want our game designers to be so obsessed.

9:29

You see, when that video released in 2017 we were inundated with games that closely copied the FromSoft formula. Games with hastily renamed versions of souls, bonfires, and estus flasks. And they all felt... pretty samey. That's because if you consider a genre to be a long list of must-have mechanics you saw in a specific game... well, you'll end up making the same thing over and over again. Instead, designers should think of genres in the loosest possible terms.

10:04

That way you can add and remove features at will. Mix and match different genres. And make stuff that feels fresh and innovative, rather than predictable and familiar.

Lesson 7 10:16
10:16

Lesson 7 You might think that the best way to make enemy AI is to craft an utterly convincing, ultra lifelike, galaxy brain super being. But when I did the research for the video What Makes Good AI, I realised that the point of AI is not to try and pass The Turing Test - it's to present interesting gameplay. And, again, as per lesson one, give players a specific experience. And ever since that video I've made a habit of breaking down seemingly complex systems to see how they're actually quite simple.

10:51

And how the real trick is using these basic systems to create magical experiences for players. So by looking at the Nemesis System and the AI of The Sims and more, I learned that the best solution for a complex problem is whatever provides the most interesting experience to the player.

Lesson 8 11:12
11:13

Lesson 8 Okay, so with all this theory and analysis under our belts, you might think we'd have everything we need to know in order to make our own game. But we'd be wrong. Because when I started to make my own games, I quickly discovered that a game idea is basically worthless until you actually build it, and can try it for yourself. Our brains are truly bad video game simulators. Everything seems fun in our mind's eye.

11:41

But you can only spot the problems, the design flaws, and the unintended issues when the game is real. Theory can get you so far, but nothing beats playing the game itself. But that's not all bad: as I saw in the video The Games That Designed Themselves, sometimes the best game ideas actually come about through the process of making the game. Whether it's a bug, a happy accident, or a sudden realisation, amazing stuff can occur during the development process.

12:13

Ultimately, a game idea is worthless until you've proven its value through a prototype.

Lesson 9 12:20
12:20

Lesson 9 But even then, you're going to see that your game design is busted. Because as I've learned many, many times during the development of my own game, players are quick to find faults that you never knew your game had. They're going to get lost, not understand the controls, overthink and underthink your puzzles, make assumptions you never considered, and more. So, as I saw in the video Valve's "Secret Weapon", it pays to get playtesters involved at every stage of the process.

12:54

And as I learned in the video How Game Designers Solved These 11 Problems, being a designer is as much about solving playtesting problems as it is about coming up with cool new game ideas. Game design is about building a game for other people, so frequent playtesting should be used to make sure your design is effectively producing the results you desire.

Lesson 10 13:15
13:16

Lesson 10 And finally - I think the biggest lesson I've learned through all of this is that any lesson you've learned... needs to be constantly re-evaluated. Things change, people change, your opinions change, the industry changes, trends change. And, more than any of that, we can make mistakes. So it's important to always be open to a rethink. Basically: never take some game design lesson as gospel. Especially if it's coming from a YouTuber.

13:48

Take in as many game design lessons as you can, but make sure you always figure out for yourself if a game design lesson is true for you, and for the type of games you want to make.

Outro 14:00
14:00

So there we have it. The ten biggest lessons I've learned from ten years of doing Game Maker's Toolkit. And what a wild ten years it has been. Aside from all the videos I've made, I've been lucky enough to travel the world and give talks and lectures at so many schools and studios. And I've been privileged enough to do consulting work on some amazing games. There's also the GMTK Game Jam - an incredible annual celebration of the GMTK community's talent.

14:30

And this has led to the creation of some truly awesome games. It's crazy to think that games like A Little to the Left and Rollerdrome started life on our silly little jam. A huge thank you to everyone who helps out with this event every year. And now I'm almost ready for the next big step with this channel as next week I'm launching my first proper video game Mind Over Magnet. Which will be released on Steam on November 13th, for PC and Mac.

15:03

So what will the next 10 years hold for GMTK? I can't wait to find out, with you. One final thank you to the amazing Patrons who support GMTK financially every month - you are the only reason I am able to do this. I am forever in your debt. See you soon.