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Knowledge Base
Game Design

A comprehensive knowledge base of game design videos, theory, information, design docs, terminology, and much more.

  • Knowledge Base
  • Game Design

Game Design Theory

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Game Design Talks

Talks on various subjects of game design. Likely to be references by other articles. Great place to also spend your extra time learning about things.

View all 56 articles
  • Game Design Talks
    • Game Design Theory
      • 5 Principles of Game Design
      • Every game designer should understand Orthogonal Design
      • Identifying Indie: A Study of Who Plays What and Why
      • Journey Through Game Design with Spry Fox’s Daniel Cook
      • The Four Types of Video Game Designers - Game Design Specializations
      • The Lenses of Game Design | Jesse Schell
    • Player Engagement & Motivation
      • Affordances - How Design Teaches Us Without Words
      • Aspirational Play - Adding a Sense of Wonder to Game Design
      • Bartle's Taxonomy - What Type of Player are You?
      • Depth vs Complexity - Why More Features Don't Make a Better Game
      • Differences in Scale vs Differences in Kind - Keeping Players Interested
      • Energy Systems - How Casual Games Suck You In
      • Intrinsic vs Extrinsic - Designing Good Rewards in Games
      • Making Better RPG Classes - What Makes a Class Classic?
      • More Ways to Use Randomness - What is the Goal of RNG?
      • Pacing - How Games Keep Things Exciting
      • Progression Systems - How Good Games Avoid Skinner Boxes
      • Social Difficulty Curve - Easing Players into Communication
      • When Difficult Is Fun - Challenging vs. Punishing Games
    • Game Economy & Monetization
      • Balancing the Economy for Albion Online
      • Basics of F2P Game Economy Design
      • CRITICAL PATH—Laralyn McWilliams—Using Metrics in Game Design
      • Good Design Makes Happy Customers: A Microtransaction Design Primer
      • How Fortnite Exploits Your FOMO
      • How to Design and Operate a Successful Live Event in Mobile Social Games
      • How to Manage Inflation in Virtual Economies
      • How Video Game Economies are Designed
      • Microtransactions - What Does Good Monetization Look Like?
      • MMO Economies - Hyperinflation, Reserve Currencies & You!
      • Mobile free-to-play fundamentals
      • The Price of Overpriced Monetization
      • The Tower Of Want
      • Your First F2P Game: Where You Will Go Wrong | David EDERY
    • Game Mechanics & Systems
      • Designing with systems featuring Raph Koster & Mike Sellers
      • How I make puzzles for my indie magnet game
      • How Mario's Mushroom Changes Everything
      • Starting Off Right - How the First Five Minutes Draw Players In
      • Tutorials 101 - How to Design a Good Game Tutorial
      • Tutorials That Don't Talk Down To You - Context Sensitive Design
      • What are loops in game design?
    • Player Choice & Agency
      • Choice Architecture: Manipulation for Fun and Profit!
      • Choices vs Consequences - What Player Decisions Mean in Games
      • How Much Agency Do Games Need? - Choices in Linear Games
      • The Feeling of Agency - What Makes Choice Meaningful?
    • Game Feel & Feedback
      • "The art of screenshake"- Jan Willem Nijman - Vlambeer
      • Game Design 101: How to Make Choices that Matter
      • Game Feel: Why Your Death Animation Sucks
      • Juice it or lose it
      • Secrets of Game Feel and Juice
    • Quest & Achievement Design
      • 6 Tips for Writing SIDE QUESTS
      • Achievements - Creating a Meaningful Meta-Game
      • Creative Direction: Narrative Quest Game Design
      • How Hard Should Quests Be?
      • Quest Design - I: Why Many MMOs Rely on Repetitive Grind Quests
      • Quest Design - II: How to Create Interesting MMO and RPG Quests
      • You Deserve Better Side Quests
  • Game Design Theory
    • Agency
    • Discovery
    • Game Feel
    • Systems
    • Vision

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