Source metadata

  • Type: Textbook
  • Author: Jesse Schell (Carnegie Mellon University / Schell Games)
  • Year: 2008
  • Publisher: Morgan Kaufmann / Elsevier
  • Pages: 518 (33 chapters + appendices)

Key takeaways

  • Game design is the act of deciding what a game should be — a continuous decision-making process throughout development, not just pre-production.
  • The book’s central methodology is 100 design lenses: small sets of questions to examine a design from multiple perspectives. No single lens is complete; using many together gives the most insight.
  • The Elemental Tetrad (Mechanics, Story, Aesthetics, Technology) is the book’s core analytical framework for understanding what a game is made of.
  • The most important skill for a game designer is listening — to team, audience, game, client, and self.
  • Games must be understood at two levels simultaneously: the skeleton (elements and structure) and the skin (the player experience). Schell calls this holographic design.
  • Interest curves are a practical tool for planning and evaluating the pacing of any entertainment experience.
  • Good game design comes from practice, iteration, and playtesting — not theory alone. “Your first ten games will suck — so get them out of the way fast.”
  • The book draws extensively from non-game fields (architecture, film, music, psychology, literature) because “design is the same everywhere.”

Notable claims

“Game design is the act of deciding what a game should be.”

“A game is a problem-solving activity, approached with a playful attitude.” — Schell’s working definition, arrived at through analysis of ten qualities of games

“Fun is pleasure with surprises. Play is manipulation that satisfies curiosity. A toy is an object you play with.”

“Good game design happens when you view your game from as many perspectives as possible.”

“None of the [four] elements is more important than the others.” — on the Elemental Tetrad

“The most important skill for a game designer is listening.”

“If you aren’t failing, you aren’t trying hard enough, and you aren’t really a game designer.”

Structure overview

The book builds a “map” progressively, adding one element at a time:

ChaptersTopic
1–3Designer, Experience, What is a Game
4–5Elemental Tetrad, elements working together
6–7Ideation, prototyping, iteration
8–9Player demographics, psychology (modelling, flow, motivation)
10–12Game mechanics (space, objects, actions, rules, skill, chance, balance, puzzles)
13Interface and the loop of interaction
14Interest curves
15–16Story, indirect control
17–20Worlds, characters, spaces, aesthetics
21–22Multiplayer, community
23–26Team, documentation, playtesting, technology
27–29Clients, pitching, profit
30–33Transformation, responsibility, designer motivation

Relevance

This is a foundational text for game design courses. Almost every major concept in game design practice appears here:

Open questions raised

  • Schell acknowledges no “unified theory of game design” exists (2008). Has the field moved closer to one since?
  • The Elemental Tetrad is intuitive but does not map directly onto the MDA framework — worth comparing.
  • The lenses are empirically derived from Schell’s experience — which ones have the broadest applicability in student projects?