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Lessons from Game Design
Jesse Schell
@jesseschell
Midwest UX 2015
What is a game designer’s goal?
Experience
Mechanics
A game consists of…
Introspection
• Pros?
• I am the user! I can see into
my MIND!
• My motivation solves a
problem!
• SPEED!
• Cons?
• Bias!
• Paralysis by analysis
Experiencing Mind Analyzing Mind
Analyze Memories Two Passes
Sneak Glances Observe Silently
Work in the invisible world
at least as hard as you do in
the visible.
-Rumi
Choco-fication!
Rewards can Backfire
Self-Determination Theory
Competence Autonomy Relatedness
I want to be
good at what
I do!
I want
freedom!
I want to
connect to
others!
“Hafta” “Wanna”
Slavery Freedom
Duty Fun
Work Play
Efficiency Pleasure
Games are special because…
• They are interactive
• They are designed ENTIRELY for
pleasure
Games provide:
•Clear Feedback
•A Sense of Progress
•The Possibility of Success
•Mental and Physical Exercise
•A Chance to Satisfy Your Curiosity
•A Chance to Solve a Problem
•A Feeling of Freedom
Sensation
Fantasy
Discovery
Laughter
Story
Challenge
Thrill
Triumph
Expression
-or-
Low Interest
Medium Interest
High Interest
A Good Interest Curve
Interest
Time
A Bad Interest Curve
Interest
Time
Does this work for long and short
experiences?
Interest Curves are Fractal
Three Factors of Interest
1 : Inherent interest of events
2 : Poetry of presentation
3 : Psychological proximity
Psychological Proximity
You
Them
Me
Three Factors of Interest
1 : Inherent interest of events
2 : Poetry of presentation
3 : Psychological proximity
Interest
Time
Chainsaw Juggling
Interest
Level
Inherent
Interest
Poetry
Psych.
Proximity
Me
You
Them
Violin Concerto
Interest
Level
Inherent
Interest
Poetry
Psych.
Proximity
Me
You
Them
Tetris
Interest
Level
Inherent
Interest
Poetry
Psych.
Proximity
Me
You
Them
A Great Experience
Interest
Level
Inherent
Interest
Poetry
Psych.
Proximity
Me
You
Them
The Art of Interactive
Entertainment
is
The Art of Indirect Control
1) Indirect Control through Constraints
2) Indirect Control through Goals
Go get some bananas!
Amsterdam Airport Schiphol
3) Indirect Control through Interface
4) Indirect Control through Visual Design
We are led to believe a lie
when we see with, not through, the eye.
- William Blake
Aladdin Mark II
Aladdin Mark II
Aladdin Mark III (multiplayer)
5) Indirect Control Through Characters
6) Indirect Control through Music
Six Methods of Indirect Control
1) Constraints
2) Goals
3) Interface
4) Visual Design
5) Characters
6) Music
When the best leader’s work is done,
the people say “We did it ourselves!”
- Lao Tzu
Is it worth it?
Thanks!
Slides: jesseschell.com
Email: jesse@schellgames.com
Twitter: @jesseschell

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Lessons from Game Design