Source metadata
- Type: Textbook / analytical survey
- Author: Joshua Bycer
- Year: 2019
- Publisher: CRC Press / Taylor & Francis
- ISBN: 978-1-138-34145-6 (paperback)
Key takeaways
- The book selects 20 games across three decades and multiple platforms, using each as a case study for one or two named design principles.
- Every chapter ends with a transferable lesson directed at working designers, not merely historical commentary.
- Bycer frames game design as a craft requiring deliberate study, comparable to how writers study literature or architects study buildings.
- The book introduces and defines a concise vocabulary of design terms: sectional design, multi-system design, boss-focused design, trophy room design, subjective difficulty, and persistence systems, among others.
- The selection deliberately includes cult classics alongside blockbusters to show that innovative design can come from anywhere.
Notable claims
- “Great games have a sense of timelessness.” (Preface)
- On Metroidvania design: “The real DNA of the genre comes in the form of the character and, by extension, the gameplay that evolves over time.” (Ch. 2)
- On X-COM: “Multi-System Design refers to creating a game that features completely different game systems instead of just one.” (Ch. 3)
- On Zoombinis: “Good achievement design is not about giving out participation trophies, but about rewarding accomplishment with positive feedback.” (Ch. 4)
- On Goldeneye: “You cannot take a genre and just port it 1:1 and expect it to do well.” (Ch. 5)
- On Diablo II: “The cycle of ‘Kill Enemies, Gather Loot, Grow Stronger’ pushed players to the higher difficulty levels.” (Ch. 7)
- On Half-Life 2: “Sectional Design is not thinking about your game as just another FPS or just another platformer, but defining distinct areas of gameplay that become greater than the sum of their parts.” (Ch. 8)
- On The Binding of Isaac: “Procedural generation, applied just right in your design, could create a title that may be simple to play but provide endless entertainment.” (Ch. 18)
- On Doom 2016: “Doom is proof that not all modern FPS games need to be built around linear experiences and design.” (Ch. 20)
Relevance
This source directly informs the following wiki topics:
- metroidvania-design (Super Metroid chapter)
- loot-systems (Diablo II chapter)
- procedural-generation (Spelunky, Binding of Isaac chapters)
- games-as-a-service (Team Fortress 2 chapter)
- co-operative-design (Left 4 Dead chapter)
- emergent-design (Infinifactory chapter)
- boss-monsters (Shadow of the Colossus, Devil May Cry 3 chapters)
- game-loops (Doom 2016, Katamari Damacy chapters)
- flow (Doom 2016 chapter)
- All pages in
wiki/notables/for the 20 games covered
Open questions raised
- Bycer’s analysis is written from a single critic’s perspective and is not peer-reviewed — how much do his “design lessons” reflect wider consensus versus personal interpretation?
- The book was published in 2019; some claims about “games as a service” (Team Fortress 2) and free-to-play models may need updating given subsequent industry developments.
- Bycer acknowledges that X-COM’s multi-system design “is not something that can be easily replicated” — what structural conditions allow or prevent that kind of complexity today?
- Several chapters (Goldeneye, Metal Gear Solid) touch on platform-specific design — how does this principle apply to mobile and VR?
Links
Notable game pages informed by this source
- star-control-2
- super-metroid
- x-com-ufo-defense
- zoombinis
- goldeneye-64
- metal-gear-solid
- diablo-ii
- half-life-2
- katamari-damacy
- devil-may-cry-3
- shadow-of-the-colossus
- team-fortress-2
- the-world-ends-with-you
- left-4-dead
- spelunky
- demons-souls
- plants-vs-zombies
- binding-of-isaac
- infinifactory
- doom-2016