Back matter
Glossary
The book's own terms, and everyday words it uses in a narrower or wider sense, each with the chapter that explains it. The basic definitions (design, game, play, fun, content and so on) are in full in My Definitions.
A to Z#
- Abundance from the start
- The player gets resources and abilities from the beginning instead of grinding out of scarcity. Scarcity only appears as a natural consequence or a campaign parameter, never as a design goal (Chapter 25).
- Additive and multiplicative content
- Additive content is used once and its novelty is gone. Multiplicative content combines with everything already in the game, so each new piece renews the old (Chapter 23).
- Artificial difficulty
- Difficulty added to make a game last longer through failure, rather than to serve its purpose (Chapter 18).
- Barebones game first
- Build a minimal version that's playable from start to end before adding anything else. It proves the whole structure, which a polished slice can't (Chapter 28).
- Believable, not realistic
- A game world needs consistent logic the player can trust, not a copy of reality. When realism and the player conflict, the player comes first (Chapter 22).
- Buckets or a pipe
- Carrying content by hand, piece by piece, versus building foundations that let content flow: five minutes of work that stays useful for years instead of five weeks for five minutes of play (Chapter 21).
- Common mistake, the
- Creating the final result directly (the vision, imitated as it is) instead of understanding its root cause and letting the result follow from it (Chapter 1).
- Complete investigation
- Listing every consequence a design decision could have, on the mechanics and on players' needs, and testing the unknown ones before building (Chapter 14).
- Dependency chain
- Computer performance > premise > natural laws of the game universe > environment > vehicle or character > the gun itself. Design in that order (Chapter 21).
- Designer and developer
- Two different jobs: the designer decides what and holds the blueprint, the developers build it with art, code and sound (My Definitions, Chapter 27).
- Extrinsic goal
- A reason for making a game that lies outside the game itself, like money, fame or influence. Fine as a secondary priority, doomed as the primary one (Chapter 6).
- Feelings
- The body's dashboard for needs: pleasant when a need is met, unpleasant when it isn't (Chapter 9).
- Forking
- Taking the good parts of something, dropping the bad and going your own way, like a road splitting. It replaces "competition" as what drives innovation (Chapter 30).
- Four stages of learning
- Unconscious incompetence, conscious incompetence, conscious competence, unconscious competence. Assume you know nothing about a new subject and you skip the first, most dangerous stage (Chapter 14).
- Framework-driven design
- "Don't make a desert. Make sand, harsh sunlight and heat." Build the forces that produce a result instead of the result itself (Chapter 22).
- Fundamental human needs
- The needs every human shares, whatever their strategies. Also called universal human needs (Chapter 9, Needs at a Glance).
- Gamification
- An interactive tool disguised as a game (Chapter 12).
- Heuristics randomizer
- Randomness arranged as a decision tree: higher choices lean the lower ones, so results differ in ways that matter instead of a thousand bowls of differently colored porridge (Chapter 23).
- Holy Grail, the
- Understanding of technology, understanding of human beings and a clear purpose, plus business needs as the fourth part that pulls against the other three (Chapter 7).
- Infinite metagame
- A structure that never has to end or reset: an infinite overarching goal that gives direction and context, producing finite local goals with a clear start and end (Chapter 24).
- Interactive tool
- Something that works like a game but openly has a real-life purpose, such as teaching (Chapter 12).
- Mementos
- A visible, living record of what the player has done. It celebrates and mourns, and never rewards or punishes (Chapter 26).
- OFNR
- Observation, Feeling, Need, Request: NVC's four steps, turned into a sentence for testing a game idea (Chapter 11).
- One designer per project
- The person with the driving vision decides; everyone else is an expert they listen to and give blueprints with leeway (Chapter 27).
- Padding
- Anything added out of fear to make a game seem longer or more valuable than it is (Chapter 18, The Padding Checklist).
- Paranoid design
- A design worked out and tested so thoroughly that problems come only from outside it, and only the implementation has to change (Chapter 28).
- Perfecting your world
- Long-term progression as making the world more personal and more of a masterpiece, rather than endlessly growing in power (Chapter 25).
- Power over and power with
- Getting people to act through force (rewards, punishments, guilt, pressure) versus getting things done together by meeting everyone's needs (Chapter 9).
- Purpose
- The needs a project exists to meet. Unmet needs + Strategy to meet those needs = Purpose of the project (Chapter 8, Chapter 11).
- Purpose test
- "Does this fulfill the purpose?" Yes, do it. No, don't. Don't know, find out (Chapter 13).
- Restorative and retributive
- Stopping harm and repairing it works. Making someone suffer for what they did doesn't (Chapter 9, Chapter 15).
- Rewards and punishments
- One tool pointed in two directions. Both move the reason for doing something away from the thing itself (Chapter 9).
- Scope maximization
- Charting the project's full possible scope on paper, where scope creep costs nothing, before building the smallest playable version (Chapter 28).
- Self-fullness
- What people are really doing instead of being "selfish" or "selfless": meeting their own needs, ideally with the least harm and the most benefit (Chapter 9).
- Side-effect influence
- A game can change real life, but only as a side effect. Any intent toward it turns the game into a tool (Chapter 12).
- Spawn zones
- Areas on a level where items, characters and structures can appear when it loads, so one level plays many ways (Chapter 23).
- Strategy
- Any way to meet a need. Every game, mechanic and feature is one, and it can be smart, dumb, useless or flawed (Chapter 9).
- Throwaway game
- A consumable thrill: years of work for content used up in hours, playable one way only (Chapter 22).
- Time gating
- Making real-life time a gate the player has to pass through. It makes the game more important than real life (Chapter 18).
- Time never rewinds
- Failure becomes part of the world's history instead of being erased by a reload. Saving to stop playing is fine (Chapter 26).
- Unaware Beginner and Experienced Specialist
- The book's two designers: one imitates what seems to work, the other finds the feelings and needs behind it (Chapter 2).
- Wilderness
- The chaotic, changing zone next to a stable regular world, with hardware limits treated as a law of nature (Chapter 26).
- Zero-to-hero
- Start weak, grind, end overpowered with nothing left to use the power on. A carrot that turns out to be cardboard (Chapter 24).
Reactorcore
Game Design Technology: The Holy Grail of Fun