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The 50 Games Every Game
Designer Should Play
By
Paul Peterson
@warewolf00
Who am I?
23 years as a professional game designer
Designed many different kinds of games
What’s the point?
• Think about games as you play them
• Deconstruct games and examine the pieces
• Apply the lessons you learn to your designs
Unimportant Details
• Is it “fun?”
• Is it “historically relevant?”
• Is it “original?”
Backgammon
Inclusion of a metagame element changes the
course of the game
Artemis
Players must coordinate efforts with wildly
different game rules
Billionaire Banshee
The role that prior knowledge can play in player
interactions
Assassin’s Creed IV: Black Flag
How to make movement through an
environment contextual
Ship to ship combat
Cheating Moth
Turning “cheating” into a mechanic
Braid
How to hand the concept of time travel
Codenames
Team based gameplay
Communication with limited tools
Bushido Blade
Changing the pacing of a genre
Colt Express
How a game changes with audience
Clash Royale
Engaging social system (guilds)
Seamless efficient UI navigation
Appointment based rewards
Contract Bridge
Tracking the locations of game pieces
Players self modifying the metagame
Dark Souls
Building a game to serve a small segment of an
audience
Dead of Winter
Betrayer mechanic in a cooperative game
Diablo III (Console)
Adapting a game to a platform effectively
Diplomacy
Social interactions requiring betrayal
Eternal
Using mechanics unique to your platform
Selling collectible components
Dungeons and Dragons
Guided storytelling
Long-term gameplay over many sessions
Players pick and choose what to include
Final Fantasy VX: A New Empire
Making progression compelling
Rewarding spend
Dixit
How varying levels of communication affect
gameplay
Gran Turismo 6
Realism as marketing
Rewarding skill in single player
Dystopia Rising
Real time gameplay
Large scale, real world coordination
Keep Talking and Nobody Explodes
Communication between players with different
and limited information
Five Tribes
Cooperative play with competitive ends
Multiple paths to victory (point salad)
Kingdom of Loathing
Making a “funny” game
Repetition as gameplay
Don’t need fancy graphics
Love Letter
Creation of deep gameplay with few resources
Lego Dimensions
Integration of technology with physical products
Mega Civilization
Making a competitive game for many individual
players
Minecraft
Allowing players to generate content
Cooperative creation
Monopoly
How players modify games to suit their style of
play
Monster Manor (Street Pass)
Making players feel connected to strangers
Nyet
The power of negative
How to make shifting alliances work
Overwatch
Environment construction in competitive games
Team vs Team play
Asymetric roles in action play
Pandemic Legacy
Creating a crafted experience with twists
How to change mechanics over time
Plants vs Zombies
Pacing the introduction of mechanics
Patchwork
Designing for two players, no more or less
Pokemon Go
Mapping gameplay to real world locations
Encouraging physical coordination
Poker
How real world consequences affect gameplay
Advantages of effective bluffing
Pokemon Moon
Collecting as a goal
Crafting groups to meet goals
The Quiet Year
Reactive cooperative storytelling
An evolving map
Rock Band 3
Gaming as a learning tool
Cooperation between players with disparate
skills
Robot Turtles
Making engaging games for kids
Gaming as education
Portal 2
Cooperative puzzle solving
Tak
Making a game feel like it has existed forever
Designing to fit a license
Silent Hill 2
How to scare players
Vast
Competitive equal asymmetric gameplay
Starcraft
Balancing three unique sides
Werewolf
How a game can rely on a strong judge
A Tale in the Desert
Ultimate sandbox
Deep discoverable mechanics
Large scale social mechanics
X-Wing
Structured freeform movement
Building block army construction
World of Warcraft
Perfection over innovation
Running a live service
Episodic content creation

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