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Video games are quickly becoming a major facet of modern culture, especially when
considering that they have only existed for a few decades. As games rise in popularity, more and
more people who are interested by games are beginning to fascinate themselves with the idea of
creating their own games. A problem then emerges, how exactly does one create objectively
successful and praiseworthy game design? With such a subjective medium, especially one that is
constantly changing every year, the idea of ideal game design is lost on several would-be
developers. Consider how creating video games is a business, and games which sell well
obviously have successful design. In fact, many games which are extremely popular have their
design mimicked and expanded upon by other titles. Thus, by studying what makes certain titles
popular, and by extent sell well, game developers should be able to find what makes for
successful game design. Current public opinion favors freedom of choice and large environments
which encourage exploration, giving credence to the rise of open-world games in recent years.
It’s because of developing games being a business that design is so heavily reliant on audience
appeal.
Introduction
Since the early 1980s, video games have cemented themselves as a firm keystone of
modern entertainment. With the rise of their popularity, several creative minds have been
formulating ways of creating their own games for the public to enjoy. Several of these potential
developers may find themselves at a loss on where to start designing their games. Surely the
most popular titles, those being heralded as ‘revolutionary,’ ‘innovative,’ and ‘genre definers,’
must have been made with some foundation or groundwork to start from. Video game design, as
a concept, does indeed have a baseline which acts as the beginning of individual game creation,
which has also evolved to conform to modern standards as the industry grows older. Game
development, simultaneously, is a business, and thus must appeal to a wide audience to gain
larger sales figures. This means that, theoretically, select video games which become successful
are more likely to have their design copied and evolved because they’ve been proven to be
financially beneficial. The aim of this paper is to discover, analyze, and evaluate the possible
causes for the change in consistent game design and also the possible origin of these traits and
Review of Literature
The term ‘video game design’ itself refers to the overall correlation and function of all of
a game’s mechanics working in tandem with one another. Game mechanics are the various
different ‘rules’ that a game follows, whether it be controls, enemy or collectable interaction, or
visual aesthetic. By studying individual game mechanics, how they are created and how they
have changed over time, as well as seeing how they work together, one can begin to understand
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The origins of popular game design aspects are somewhat ambiguous. Video games share
some obvious similarities with their predecessors, board games, as learning tools. This helps
display how parts of their design are based in reality, as they are emulating something from life
in a more simplistic manner for someone, who is impressionable, to pick up on. For example,
Monopoly can educate on finances and money, and Oregon Trail on history (Manusos par. 3).
Several board games, such as Solitaire or Chess have even been adapted into simple video games
as well. On a broader spectrum, both video and board games also depend on player skill to
Another possible origin for staple game design is traits of human instinct. Ryan Clark, an
independent developer with over ten years of experience and more than seven games developed,
rationalizes this connection in his speech, given at the Game Developer Conference expo in
“Video games have only been around for a generation or two, so [humans] haven’t
evolved much in their presence. As a result, the emotions and desires that cause us to
wish for things in games must be must be based on our evolutionary past. They must be
based on the emotions and desires that helped our ancestors survive” (Clark 0:55-1:10).
A more precise connection between game design and human instinct could be found in the open-
world survival/sandbox genre. In this type of game, which categorizes titles such as Minecraft,
Terraria, and The Legend of Zelda: Breath of the Wild, players often start the game without any
kind of materials and tools and are forced to scavenge the environment for resources and survive
the elements. Clark draws connections between these mechanics and the activities that primitive
humans performed to build tribes and what allowed them to pass on their genes. What’s more,
working cooperatively with friends in these games is similar to humans working together in
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tribes (Clark 1:10-1:48). Similar parts of design which mirror aspects of human nature also
include using the dark to instill senses of fear, joy arising from accomplishing a goal or set of
Additionally, some games ask players to care for multiple entities, whether it be human
characters or virtual animals, or some other form of sentient being. A way that developers make
players care more about these entities is by allowing a sense of customization, allowing these
entities to feel more personal to the player. Players can name these entities or purchase material
for them, thus making them unique to the player’s experience are putting a sense of anxiety over
the player’s head should any danger come to them. Scott Rogers, game designer for over 6 top-
selling games describes this mechanic in his book, Level Up! The Guide to Great Game Design,
“In [X-Com: UFO Defense], you command an international military team that battles an
invading alien threat. The team members you recruit are given rather non-descript [sic]
names. Then I learned you could rename them. All of a sudden, my team of previously
generic soldiers suddenly gained personalities. And something funny happened... I started
to care about them. Whereas I previously didn’t care whether they died or lived, I now
wanted to give them good weapons, heal them, and make sure they returned safely from
each mission. What this taught me was the power of customization” (Rogers 99).
Rogers explains how adding a sense of familiarity and control to entities makes a player feel
empathy and form a connection with them, thus caring about them and what could befall them.
This obviously stems from humans’ unique ability to empathize with others and create emotional
bonds, only here it's used to make players care about characters that exist in a virtual world.
Video game design, while retaining its bare essentials over the years, has changed by an
extremely large degree. Specific traits of design have also diverged and become characteristic of
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specific genres rather than all video games as a whole. An important leap in game design is the
stylistic change between arcade and console games. Arcade games were often characterized as
simplistic, repetitive games where the focus was on one objective, where the game could be
endless, or at least until the technology couldn’t calculate any higher. For example, think of
games like Donkey Kong which have players repeatedly climb to the top of scaffolding or how
Pac-Man consists of endlessly eating pellets in a maze. Once console games began to become
popularized, video games became more developed and featured a larger variety of
characteristics. The Legend of Zelda focused on exploring an expansive world and spelunking
dungeons of varying difficulty, and Super Mario Bros presented the player with a series of
platforming challenges and the occasional intimidating enemy encounter (“An Intro to Video
Game Design History” 2). Games of the console era often lacked the randomness of arcade
games, which were specifically designed to beat the player and eat quarters, and built a difficulty
curve. This curve (Appendix A) is a figurative representation of the challenges which a game
presents to a player and its relation to the player’s skill, which begins slowly, then climbs as the
game goes on, and eventually plateaus near the end (“An Intro to Video Game Design History”
3). While most games aimed to create this ideal challenge, others of the console era sported a
Some infamous early console games, which are renowned as extremely difficult and
unfair in places, featured much steeper and sharper difficulty curves. Games such as Castlevania
and Ninja Gaiden, both featured on the Nintendo Entertainment System are frequently cited as
examples of this. Cartridges of that time had very little room for data, and thus the few game
levels presented had to be lengthy and challenging to waste the player’s time (“Breakdown”
0:22-0:55). Developers were aware that they had to keep games interested so players would still
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return after being stopped by harsh difficulty. Some theorize these methods of wasting time were
so that their games could receive more revenue through rental sales (“Breakdown” 0:56-1:14).
Smaller cartridges also lacked the memory space for saving progress in a game and thus relied on
shorter overall structure― such as Super Mario Bros, which featured relatively short levels and
secret warping rooms which allowed a player to skip large portions of the game― or hidden
password systems (“Breakdown” 2:20-2:40). These password systems used randomly generated
strings of numbers and letters which allowed a player to restart at a similar point in the game
relative to where they found the password. As the technology grew stronger and games became
more focused on being fair and challenging, save systems and even difficulty curves began to
Additionally, something which video games evolved to create soon after the introduction
of home consoles was the concept of ‘boss battles.’ Scott Rogers defines a boss battle as “a large
and/or challenging enemy that blocks a player’s progression and acts as the climax/ending to the
game’s environment, level, or world” (Rogers 342). Bosses act to test what a player is capable
of, and what they’ve likely learned after traversing the past few levels. They aren’t native to a
particular genre either, they can be found in almost any game. Bosses often don’t introduce any
new mechanics to players during their fights and rely on players mastering what they’ve already
learned to overcome the challenge put forth. Bosses usually rely on ‘attack patterns,’ which the
player is required to pick up on and adjust to when dealing with the challenge. “Patterns are at
the heart of every traditional boss fight and are created when several attacks and behaviors are
strung together into a predictable sequence” (Rogers 346). Notably, as video games evolved and
technology improved, bosses became more cinematic and scales became larger. Instead of the
player facing a monster who was maybe twice the size of their character, the player could now
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face a large robot which towers over buildings. This sense of scale both helps intimidate a
player— because of the dangers that come with facing a foe of immense size— but also
invigorates them— to feel the thrill of taking down such a large threat (Rogers 344-350). This
helps bosses feel unique among the usual level structure which most games follow.
Recently, there has been a significant rise in the popularity and success of Indie games.
Indie games, or games developed by independent developers or teams, are often not backed by a
major company and are simply created out of someone’s passion for games. Thus, most Indie
games have taken cues from older games, and often build off of mechanics which the new
developers took great interest in. Indie games have a firm footing on most internet platforms
because of the general lack of commercial restriction, but several companies have built
distribution platforms for Indie games to be sold on. “Indie games are growing at an incredible
rate, thanks largely to digital distribution services like Steam, Desura and Newgrounds. ... One of
the results of this is a wave of new and interesting composites” (“An Intro to Video Game
Design History” 4). Because Indie developers aren’t usually restricted by the limitations or fears
of commercial failure that major industries face, they are free to experiment with design however
they please. While not entirely limited to Indie developers, players themselves often like to find
enjoy a game, as Kenneth Bowen discusses in his article, “The realm of make believe and the
extension of gameplay space.” Bowen cites a specific example, the popularization of the ‘rocket
“One of the original examples emergent gameplay is in the first person shooter game
called Quake [sic], in which users were able to perform two actions: jumping and firing a
shoulder mounted rocket launcher. When the user combined these two actions by firing a
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rocket at their own feet, users could propel themselves farther and higher than with a
became one of the most prolific First Person Shooter game tropes called the Rocket
As shown above, it’s entirely possible for Indie developers, or even collectives of players, to
influence major companies with their toying of game mechanics. This type of experimentation
and creativity is what helps the game industry, and design as a whole, flourish and evolve.
As games continue to change and evolve, major industries always seem to want to grow
and strengthen technology. This can be seen in the mid 1990s, where 3D games first began to
emerge, with titles such as Super Mario 64 and Crash Bandicoot. Today, however, the games
industry seems to be pushing towards virtual reality, or VR. The first major iteration of VR in
video games can be traced back to Nintendo’s Virtual Boy system in 1995, which worked in a
similar way to modern VR headsets. Instead of strapping to one’s head, though, it stood on a
tripod and had to be peered into at all times (Flanagan par. 4-6). Unfortunately, the system’s
commercial failure, along with the numerous issues it presented for players, would scare major
companies from the technology for almost two decades. In the 2010s, independent developers
began experimenting with the technology again and popularized the idea of combining VR with
games. Companies such as Sony and Microsoft began producing VR systems soon after, with the
PSVR and HoloLens, respectively. A problem in design that arises with VR, however, is that
most developers who haphazardly restructure games for the technology fail to change important
mechanics in the game to support the new limitations of the hardware (“Virtual Reality Flips
Game Design”). VR as a whole seems to be pushing for a more immersive gaming experience. It
allows players to view open-world environments in, what feels like, person. It also works
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especially well with the Horror genre, for example, as the scares will affect the player almost
However, while not as feared in the market as it was initially, Virtual Reality remains
confusing for and detached from modern consumers. Although major companies have invested
into it, for example the previously mentioned Microsoft and Sony, there is a significant lack of
mainstream video game players who own a VR system. Steam, the one of the most popular
distribution platforms for digital PC games, reports that only 0.12% of its users have registered
ownership may also be blamed on the high prices, ranging anywhere between $400 and $800 for
the VR headset alone, to VR being cumbersome to use in small rooms anyways ("Game over for
virtual reality?" par. 3-5). These low figures signify that there isn’t a widespread audience of VR
for gaming, at least at the moment. Because of this small market, major studios may once again
grow fearful of the technology and stop supporting it, thus stifling the possible creativity and
While VR seems to be the focus of modern game design, half a decade ago most major
companies seemed very interested in motion controls. Motion controls are those which affect
gameplay in a variety of ways based on sensors in the game’s remote controllers which pick up
how the controller is being moved. Systems such as Nintendo’s Wii and Microsoft’s Xbox Kinect
were based almost entirely on this style of controls. The reason that these controls were so
popular was because motion controls allow a player to feel as though their physical actions have
an effect in the game (“CNN: The future of video games” 6:30-7:18). While they haven’t
disappeared completely from the market, motion controls are not nearly as big of a selling point
as they were in the early 2010s. However, motion controls serve as part of the basis for VR, as
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the headset itself tracks the player’s head movements and translates that into the game’s camera
movement.
Video Game Design, as a concept, has a baseline which acts as the beginning of
individual game creation, which has also evolved to conform to modern standards as the industry
grows older, as well as accommodating for the wants and desires of players based on commercial
success or failure. Game design appears to have a solid basis in human nature, and what we want
and desire to accomplish. Game design has changed over the years to become more open to
experimentation, via more advanced and capable hardware, and the industry being filled with
more people being inspired by other games. As game mechanics become popularized due to the
game retail sales, independent developers can experiment with mechanics present in financially
successful games. Additionally, it would seem that game design is striving to include technology
with further incorporates the actions of the player, whether it be through VR or motion controls.
Because of this strive for interactive hardware and the possible origins of game design, it would
seem that Game Design is evolving in a way to strive for larger amounts of immersion. Video
games want to feel extremely natural and real, which is why design is changing to accompany
that. Further studying of video game design could help to create a list of objectively-positive
traits characteristic of game design which all developers could follow and hope to evolve.
The data was collected through a survey which targeted video game players and their
opinions on traditional game mechanics. The hypothesis behind this research is that mechanics
which are more prominently favored by players are those which are more objectively successful.
Thus, mechanics which are prominent in modern titles should be the same one that are preferred
by most audience members. The surveys conducted, which were completed electronically,
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collected the opinions of high school-age avid game players, both of their opinions on video
game mechanics, exemplary games, and how much Virtual Reality affects gaming. The audience
was chosen because it has the widest appeal amongst the gaming industry, and is thus the
audience the industry will cater to the most. These results have been compiled into charts shown
The hypothesis going into the assignment was that, due to game development being a
business, successful game design must be engineered to cater to a wide audience. Therefore, the
trends in games which audiences prefer should reflect current popular trends in the gaming
industry. The questions in the survey addressed popular and common game mechanics, those
which are often considered standard in today’s market. The survey also questioned why players
begin to lose interest in games, as well as their interest in Virtual Reality, and why or why not
The charts display the opinions of the video game players who took my survey for each
question. Some of the charts display what percentage of responses chose which answer, and
others display significant collective free response answers provided by the game players. Similar
The first question in the survey (Appendix B) asked what traits keep players invested in
factors, followed by ‘Complex Gameplay’ and ‘Expansive Worlds.’ This should show that
players value world-building in a game, they enjoy having a story to be involved in and a large
environment to explore. Players also seem to enjoy a more intricate style of gameplay as opposed
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to something more simple, which could display how players want to have more opportunities to
The next question (Appendix C) revealed that most players seemed to agree that, in the
future, they would like to see games put more of a focus on open-world environments and
freedom. These trends both point towards how player would like to explore large areas at their
own leisure, rather than being led along a linear path. Players want to have freedom to do as they
The results of the third question (Appendix D), which asked what games or franchises
players felt were particularly innovative, most commonly cited the Grand Theft Auto franchise.
This series, which is classified as Open-World, is infamous for allowing players to do whatever
they please in a realistic city setting with little limitations. Again, these results are reflective of
players’ desires to move freely in an open space, which GTA is often credited for helping
popularize.
With the question which asked players of their perspective on game difficult (Appendix
E), results showed that a significant majority answered in the middle, between a relaxed
challenge or an unforgiving one. Slightly more chose a more difficult game as opposed to easy,
which could show that players wish to be given a challenge over breezing through obstacles
effortlessly. This almost unanimous opinion can be interpreted as players wanting something that
can challenge them, but can overcome swiftly once they get the hang of it.
When asked what they thought were essential parts of game design (Appendix F),
respondents more commonly answered ‘Freedom of Choice,’ with ‘Skillful & Technical
Mechanics’ following behind. These results show that above all, players seem to be fond of
escaping linearity and creating their own path in games. Similarly, having more focus on
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mechanics which require high skill could result in more satisfaction when players overcome a
challenge.
Players, after being asked why they start losing interest in games (Appendix G), most
commonly answered that they had simply done all there was to do in a game. The second-most
common was that players felt the game became too boring or lost focus. This would mean that
game designers would have to keep games different enough to keep player attention and to not
use elements which are too similar as to bore players. The same notion could be applied to the
The next two charts display player opinion on the rising trend of Virtual Reality in
games. Over 85% of respondents agreed that VR has a future in games (Appendix H), though
only 56% said that they had interest in purchasing VR equipment (Appendix I). It would seem
that a notably large group of players would like to see improvements made to the current VR
system in games, specifically in the technology’s exclusivity. They complained that not enough
games, or at least none that interested them, were exclusive to VR, and thus had no interest in it.
Nevertheless, the results show a slight majority of target-audience players have interest in
After looking through the data, common trends point towards a favoritism for open-world
environments and freedom of choice in games. This would help give credence to the current rise
in popularity of open-world games, this trend is backed up by Ryan Clark’s claims of human
instinct tying to game design, since the preference for open-world games has such wide appeal
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Conclusion
The data collection results point towards a favor in large-environments that encourage
exploration and a general freedom of choice. This would likely point to the massive popularity of
open-world games in recent years such as Minecraft and Legend of Zelda: Breath of the Wild.
Because making games is a business, the design involved in game development is based around
how well it appeals to a general audience. This trend seems to be widely recognized in the
industry, as the prevalence of of open-world games has stayed quite common for the past half-
decade. After all, both major companies and indie developers alike have taken part in this
phenomenon. The data collected which helped come to this conclusion, however, is somewhat
limited in that it only helps identify successful game design in a few genres, if not one somewhat
broad genre. It also asks only of the opinions of a single, albeit quite large, chunk of the general
gaming audience. If trends were studied on the sales of other genres, amongst the entire
audience, however, more conclusive evidence may be gathered. By picking up on trends like
these, game developers can experiment and further evolve game design which is shown to
resonate among audiences. Thus, the creative process behind this entertainment cornerstone can
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Appendix A
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Appendix B
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Appendix C
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Appendix D
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Appendix E
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Appendix F
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Appendix G
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Appendix H
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Appendix I
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Works Cited
Bowen, Kenneth A. "The realm of make believe and the extension of gameplay space."
The International Journal of Creativity and Problem Solving, vol.25, no. 2, 2015,
Jan. 2018.
Clark, Ryan. "Psychology, Human Evolution and Game Design." Game Developer
https://www.youtube.com/watch?v=b7SjEDLCsco
"CNN: The future of video games." YouTube, uploaded by CNN, Google, 9 Sept. 2010,
nintendo-virtual-boy-reality-3d-video-games-super-mario-2018-3. Accessed 24
May 2018.
www.economist.com/news/science-and-technology/21731726-unimpressed-consumers-e
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thegamedesignforum.com/features/GDH_1.html. Accessed 28 Nov. 2017.
Manusos, Dominick O., et al. "Authentic design in gaming: changing the rules of play."
Rogers, Scott. Level Up! The Guide to Great Video Game Design. 2nd ed., Wiley,
2014.
Sidell, William. Casual Game Difficulty Curve. William Sidell, 1 Feb. 2014,
williamsidell.com/2014/02/flappy-birds-accidentally-went-viral/. Accessed
"Steam Hardware & Software Survey: January 2018." Steam, Valve Corporation, Jan. 2018,
"Virtual Reality Flips Game Design On Its' Head | Feature Creep." YouTube, uploaded by
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