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
| Far Cry 4 | Far Cry 2 | |
|---|---|---|
| Setting & villain | Civil war, charismatic villain | Civil war, charismatic villain |
| Weapons | Loads of ammo | Guns can jam |
| Enemies | Track them, wipe off map | — |
| Hazards | — | Jeeps break down, malaria |
| Death | — | Back to last save station |
| Feels like | Blockbuster action rollercoaster | Worst package holiday ever |
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
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
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
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