6.5 KiB
6.5 KiB
| 1 | category | technique_name | description | facilitation_prompts | best_for | energy_level | typical_duration |
|---|---|---|---|---|---|---|---|
| 2 | game_design | MDA Framework Exploration | Explore game concepts through Mechanics-Dynamics-Aesthetics lens to ensure cohesive design from implementation to player experience | What mechanics create the core loop?|What dynamics emerge from these mechanics?|What aesthetic experience results?|How do they align? | holistic-design | moderate | 20-30 |
| 3 | game_design | Core Loop Brainstorming | Design the fundamental moment-to-moment gameplay loop that players repeat - the heartbeat of your game | What does the player do?|What's the immediate reward?|Why do it again?|How does it evolve? | gameplay-foundation | high | 15-25 |
| 4 | game_design | Player Fantasy Mining | Identify and amplify the core fantasy that players want to embody - what makes them feel powerful and engaged | What fantasy does the player live?|What makes them feel awesome?|What power do they wield?|What identity do they assume? | player-motivation | high | 15-20 |
| 5 | game_design | Genre Mashup | Combine unexpected game genres to create innovative hybrid experiences that offer fresh gameplay | Take two unrelated genres|How do they merge?|What unique gameplay emerges?|What's the hook? | innovation | high | 15-20 |
| 6 | game_design | Verbs Before Nouns | Focus on what players DO before what things ARE - prioritize actions over objects for engaging gameplay | What verbs define your game?|What actions feel good?|Build mechanics from verbs|Nouns support actions | mechanics-first | moderate | 20-25 |
| 7 | game_design | Failure State Design | Work backwards from interesting failure conditions to create tension and meaningful choices | How can players fail interestingly?|What makes failure feel fair?|How does failure teach?|Recovery mechanics? | challenge-design | moderate | 15-20 |
| 8 | game_design | Progression Curve Sculpting | Map the player's emotional and skill journey from tutorial to mastery - pace challenge and revelation | How does difficulty evolve?|When do we introduce concepts?|What's the skill ceiling?|How do we maintain flow? | pacing-balance | moderate | 25-30 |
| 9 | game_design | Emergence Engineering | Design simple rule interactions that create complex unexpected player-driven outcomes | What simple rules combine?|What emerges from interactions?|How do players surprise you?|Systemic possibilities? | depth-complexity | moderate | 20-25 |
| 10 | game_design | Accessibility Layers | Brainstorm how different skill levels and abilities can access your core experience meaningfully | Who might struggle with what?|What alternate inputs exist?|How do we preserve challenge?|Inclusive design options? | inclusive-design | moderate | 20-25 |
| 11 | game_design | Reward Schedule Architecture | Design the timing and type of rewards to maintain player motivation and engagement | What rewards when?|Variable or fixed schedule?|Intrinsic vs extrinsic rewards?|Progression satisfaction? | engagement-retention | moderate | 20-30 |
| 12 | narrative_game | Ludonarrative Harmony | Align story and gameplay so mechanics reinforce narrative themes - make meaning through play | What does gameplay express?|How do mechanics tell story?|Where do they conflict?|How to unify theme? | storytelling | moderate | 20-25 |
| 13 | narrative_game | Environmental Storytelling | Use world design and ambient details to convey narrative without explicit exposition | What does the space communicate?|What happened here before?|Visual narrative clues?|Show don't tell? | world-building | moderate | 15-20 |
| 14 | narrative_game | Player Agency Moments | Identify key decision points where player choice shapes narrative in meaningful ways | What choices matter?|How do consequences manifest?|Branch vs flavor choices?|Meaningful agency where? | player-choice | moderate | 20-25 |
| 15 | narrative_game | Emotion Targeting | Design specific moments intended to evoke targeted emotional responses through integrated design | What emotion when?|How do all elements combine?|Music + mechanics + narrative?|Orchestrated feelings? | emotional-design | high | 20-30 |
| 16 | systems_game | Economy Balancing Thought Experiments | Explore resource generation/consumption balance to prevent game-breaking exploits | What resources exist?|Generation vs consumption rates?|What loops emerge?|Where's the exploit? | economy-design | moderate | 25-30 |
| 17 | systems_game | Meta-Game Layer Design | Brainstorm progression systems that persist beyond individual play sessions | What carries over between sessions?|Long-term goals?|How does meta feed core loop?|Retention hooks? | retention-systems | moderate | 20-25 |
| 18 | multiplayer_game | Social Dynamics Mapping | Anticipate how players will interact and design mechanics that support desired social behaviors | How will players cooperate?|Competitive dynamics?|Toxic behavior prevention?|Positive interaction rewards? | social-design | moderate | 20-30 |
| 19 | multiplayer_game | Spectator Experience Design | Consider how watching others play can be entertaining - esports and streaming potential | What's fun to watch?|Readable visual clarity?|Highlight moments?|Narrative for observers? | spectator-value | moderate | 15-20 |
| 20 | creative_game | Constraint-Based Creativity | Embrace a specific limitation as your core design constraint and build everything around it | Pick a severe constraint|What if this was your ONLY mechanic?|Build a full game from limitation|Constraint as creativity catalyst | innovation | moderate | 15-25 |
| 21 | creative_game | Game Feel Playground | Focus purely on how controls and feedback FEEL before worrying about context or goals | What feels juicy to do?|Controller response?|Visual/audio feedback?|Satisfying micro-interactions? | game-feel | high | 20-30 |
| 22 | creative_game | One Button Game Challenge | Design interesting gameplay using only a single input - forces elegant simplicity | Only one button - what can it do?|Context changes meaning?|Timing variations?|Depth from simplicity? | minimalist-design | moderate | 15-20 |
| 23 | wild_game | Remix an Existing Game | Take a well-known game and twist one core element - what new experience emerges? | Pick a famous game|Change ONE fundamental rule|What ripples from that change?|New game from mutation? | rapid-prototyping | high | 10-15 |
| 24 | wild_game | Anti-Game Design | Design a game that deliberately breaks common conventions - subvert player expectations | What if we broke this rule?|Expectation subversion?|Anti-patterns as features?|Avant-garde possibilities? | experimental | moderate | 15-20 |
| 25 | wild_game | Physics Playground | Start with an interesting physics interaction and build a game around that sensation | What physics are fun to play with?|Build game from physics toy|Emergent physics gameplay?|Sensation first? | prototype-first | high | 15-25 |
| 26 | wild_game | Toy Before Game | Create a playful interactive toy with no goals first - then discover the game within it | What's fun to mess with?|No goals yet - just play|What game emerges organically?|Toy to game evolution? | discovery-design | high | 20-30 |