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design-frameworks

Skill0 starsChanged 9 months agoMITView on GitHub

Game design analysis frameworks and thinking tools. Use when brainstorming game ideas, analyzing game mechanics, designing player experiences, evaluating engagement loops, or planning game narrative. Covers MDA framework, core loop design, player motivation, systems thinking, narrative integration, progression systems.

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SKILL.md

Game Design Frameworks

Thinking tools for analyzing and designing game experiences.

Quick Reference

Framework Selection Guide

When you need to...Use this framework
Analyze why a mechanic is/isn't funMDA Framework
Design what the player does repeatedlyCore Loop Design
Understand what motivates playersPlayer Motivation (SDT)
Balance challenge vs skillDifficulty & Challenge Design
Design interconnected systemsSystems Thinking
Integrate story with gameplayNarrative Integration
Make actions feel goodGame Feel & Juice
Teach the player how to playOnboarding Patterns
Design long-term engagementProgression Systems
Design resource economyGame Economy Design
Plan content scope and level pacingContent & Level Planning
Discover and combine mechanicsGame Mechanics Palette
Visualize the player experienceGame Scenario Walkthrough

One-Liner Summaries

FrameworkKey Insight
MDADesign mechanics, but players experience aesthetics
Core LoopsIf the 30-second loop isn't fun, nothing else matters
SDTAutonomy + competence + relatedness = intrinsic motivation
FlowToo easy = boredom, too hard = frustration, just right = flow
Systems ThinkingInteresting games emerge from system interactions
NarrativeStory and mechanics should reinforce, not contradict

MDA Framework

Mechanics → Dynamics → Aesthetics

Designers build mechanics. Players experience aesthetics. Dynamics are what emerge in between.

LayerDefinitionExample (Chess)
MechanicsRules, systems, algorithmsPieces move in defined patterns
DynamicsBehaviors that emerge from playOpening strategies, sacrifices, tempo
AestheticsEmotional responses in the playerChallenge, discovery, competition

The 8 Aesthetics

AestheticDescriptionGames Known For It
SensationSensory pleasureJourney, Flower
FantasyMake-believe, roleplayElder Scrolls, D&D
NarrativeDrama, story unfoldingLast of Us, Disco Elysium
ChallengeObstacle course, masteryDark Souls, Celeste
FellowshipSocial cooperationIt Takes Two, MMOs
DiscoveryExploration, finding secretsOuter Wilds, Metroidvanias
ExpressionSelf-expression, creativityMinecraft, Dreams
SubmissionRelaxation, pastimeAnimal Crossing, idle games

Using MDA for Planning

  1. Pick 1-2 target aesthetics — your game can't excel at all 8
  2. Design mechanics that produce dynamics leading to those aesthetics
  3. Test by asking: "Does this mechanic create moments of [target aesthetic]?"

Common mistake: Designing mechanics that feel logical but don't produce the target aesthetic. A "challenge" game needs mechanics that create near-misses and skill growth, not just difficulty.

Core Loop Design

Action → Reward → Reinvestment

    ┌──────────┐
    │  ACTION  │ ← Player does something
    └────┬─────┘
         │
    ┌────▼─────┐
    │  REWARD  │ ← Game responds positively
    └────┬─────┘
         │
    ┌────▼──────────┐
    │ REINVESTMENT   │ ← Reward enables/motivates next action
    └────┬──────────┘
         │
         └──→ Back to ACTION

Evaluating Loop Strength

QualityStrong LoopWeak Loop
AgencyPlayer chooses actions meaningfullyOptimal path is obvious
FeedbackImmediate, clear, satisfyingDelayed, ambiguous
VariationSame loop, different situationsRepetitive sameness
GrowthPlayer skill improves over timeNo skill progression
InvestmentRewards open new possibilitiesRewards are cosmetic only

Nested Loops

Games have loops at multiple timescales:

Loop LevelTimescaleExample (Hades)
Micro1-5 secondsDodge, attack, use ability
Core30-60 secondsClear room, choose reward, enter next room
Meta5-30 minutesComplete a run, unlock permanent upgrades
MacroHours+Unlock story, build relationships, master weapons

Rule: Get the micro and core loops right first. Meta and macro loops can't save a boring core.

Difficulty & Challenge → see difficulty-design

Flow state, difficulty curves, challenge types, accessibility, recovery mechanics, and boss design are covered in the dedicated difficulty skill. Key concepts:

  • Flow channel — challenge must match skill; too easy = boredom, too hard = frustration
  • Difficulty curve patterns — linear, sawtooth, exponential, player-driven, sine wave
  • Challenge types — kinesthetic, strategic, puzzle, knowledge, social
  • Accessibility — removing barriers to reach challenge, not eliminating challenge

Player Motivation (SDT)

Three innate psychological needs driving intrinsic motivation:

NeedDefinitionGame Design Application
CompetenceFeeling effective and mastering challengesClear skill progression, appropriate difficulty, meaningful feedback
AutonomyFeeling in control of your choicesMultiple valid strategies, player-driven pacing, meaningful choices
RelatednessFeeling connected to othersCo-op, competition, shared experiences, NPCs that feel real

The Overjustification Effect: Adding extrinsic rewards to an intrinsically fun activity can reduce motivation. If players wouldn't do the activity without the reward, the activity needs redesign.

Game Feel, Juice & Onboarding

MLP Juice Checklist — minimum feedback to make core actions feel good:

  • Screen shake on impactful actions
  • Hit pause (1-3 frames freeze on contact)
  • Sound effect for every player action
  • Visual feedback for state changes (damage flash, pickup glow)
  • Particle effects on key moments

The Juice-Is-Not-A-Substitute Rule: Juice makes a fun game feel amazing. It does NOT make an unfun game fun. Priority: fun mechanics → functional feedback → juice.

Onboarding Patterns:

PatternBest For
Learn-by-doing (preferred for MLP)Action games, platformers — first room teaches ONE mechanic, no text walls
Gated complexityRPGs, strategy — lock advanced mechanics until basics mastered
Guided tutorialComplex systems, sims — explicit instructions with practice

Deep Dives

  • (see design-frameworks/systems.md for Systems Thinking: feedback loops, emergence, interaction planning)
  • (see design-frameworks/narrative.md for Narrative Integration: 4 levels, choosing integration level, ludonarrative dissonance)
  • (see design-frameworks/progression.md for Progression Systems: types, horizontal vs vertical, meta-progression, red flags)

See Also

  • scoping — Apply these frameworks to scope decisions (see scoping → MLP Scoping Process)
  • antipatterns — Common mistakes when applying these frameworks incorrectly (see antipatterns/catalog.md → Kitchen Sink Design)
  • economy-design — Resource systems, taps & sinks, progression curves (see economy-design)
  • playtesting — Validate design decisions with real players (see playtesting → The 3-Question Framework)
  • scenario-walkthrough — Narrate the player experience to test framework application (see scenario-walkthrough → The 5-Beat Structure)
  • difficulty-design — Flow state, difficulty curves, challenge types, accessibility, boss design (see difficulty-design → Flow State & Difficulty)
  • content-planning — Level design, pacing, content scope estimation, procedural vs handcrafted (see content-planning)
  • mechanics-palette — Browse and combine mechanics from a curated catalog (see mechanics-palette)

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