Game Design in 12 Principles: A Practical Cheat Sheet

Koster distills game design into 12 interlocking principles centered on posing uncertain, learnable problems and supporting them with loops, feedback, variation, and pacing. Games are webs of linked loops and economies whose presentation and target motivations shape meaning and engagement. The framework is simple to state but deep to execute, and designers must operate at the edge of their mastery as players evolve alongside them.
Key Points
- Fun in games is progress in prediction—mastery of problems—not mere sensory reward.
- Good game problems require uncertainty, depth, and recurrence across varied situations, delivered through clear operational and progression loops.
- Feedback must show available actions, confirm action, reveal state change, and signal goal progress; without this, learning and fun collapse.
- Variation, escalation, pacing, and balance keep strategies evolving (not solved) by adjusting topology, randomness, and difficulty over a rising-and-breathing curve.
- Games are networks of linked loops (value chains and economies); choose problems and dressings to fit target motivations, and treat the craft as a multidisciplinary art.
Sentiment
The overall sentiment is highly appreciative and engaging, with widespread respect for Raph Koster's expertise and the depth of his article. While many users agree with or elaborate on the core principles presented, the discussion also features significant and passionate critiques and nuanced perspectives, particularly concerning the pitfalls of repetitive gameplay, the integration of narrative agency, and the over-cinematic nature of many AAA titles. The article successfully sparked a thoughtful and diverse conversation about fundamental game design philosophies.
In Agreement
- Raph Koster is a highly respected luminary in game design, and his insights are valuable and thought-provoking, often requiring multiple reads to fully absorb.
- The article provides a useful framework or "map of the terrain" for understanding and critiquing game design principles.
- The concept of "fun" as making progress in prediction and mastery, operating within a "flow" state where skills are challenged just beyond current ability, resonates with many.
- Uncertainty, ambiguity, and indeterminacy are crucial for game depth, and depth isn't merely about randomness but also emergent complexity from player choices and evolving situations.
- Games built on strong, interconnected systems and player-driven economies (like Star Wars Galaxies) can lead to profoundly rewarding and emergent gameplay experiences.
- "Juice" and effective feedback are essential for player engagement, confirming actions, and facilitating learning.
- The article's core premise that game design is "simple, but not easy" or "simple, but deep" is widely accepted, with the title understood as ironic.
Opposed
- The article's focus on "repeated challenges" and MMORPGs might overemphasize grind-based fun, which many players find unengaging or like "work," especially in endless sandbox games like Assassin's Creed.
- The use of "dopamine" in game design discussions is critiqued as pseudo-scientific, potentially reducing design to mere psychological exploitation, and not always reflecting the true motivations for playing deeply engaging games like Shenzhen.io or Shenmue.
- Stories and narratives are inherently "fun," and the article's framework might implicitly de-emphasize this; achieving meaningful player agency within authored narratives is difficult and often leads to "railroading" or absurd binary choices (e.g., Fable III, Mass Effect).
- A strong sentiment against "cinematic" AAA games that frequently remove player agency through extensive cutscenes, quick-time events, or non-interactive spectacle, arguing these games prioritize film-like presentation over core gameplay and disrespect player time.
- Adding "more" mechanics or increasing complexity and uncertainty doesn't automatically lead to more fun or depth; rather, it can result in "too much shit to juggle" if the complexity doesn't justify itself or allow for player choice in engagement (e.g., ignoring subsystems in Dwarf Fortress).
- The assertion that game design is "simple" is questioned, arguing that the need for a detailed 12-step framework, where each point is deep, inherently indicates complexity rather than simplicity, especially in the context of creating a successful game.