What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Semiology of graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Racing the Beam: The Atari Video Computer System
Racing the Beam: The Atari Video Computer System
Too real for comfort? Uncanny responses to computer generated faces
Computers in Human Behavior
Easy to use and incredibly difficult: on the mythical border between interface and gameplay
Proceedings of the 4th International Conference on Foundations of Digital Games
Depth in one minute: a conversation about Bejeweled Blitz
Well Played 2.0
The art of game design: a book of lenses
The art of game design: a book of lenses
The Design of Everyday Things
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In this paper, we describe a design methodology that we have termed Minimalist Game Design. Minimalist games have small rulesets, narrow decision spaces, and abstract audiovisual representations, yet they do not compromise on depth of play or possibility space. We begin with a motivation for and definition of minimalist games, including terms such as "rules," "mechanics," "control," and "interface," and illustrate the importance of artificial design constraints. Using a number of examples, we show the strengths of minimalist game elements in systems, controls, visuals, and audio. Adhering to these constraints, these games feature a small set of mechanics and one core mechanic, while still being sufficiently deep and allowing for player exploration and performance. This depth comes from procedural methods, combinatorial complexity, probability, obfuscation, challenge, or any combination thereof. Our methodology embraces principles of holistic design, where there is no "filler," and where every element of the game contributes to the play experience in some meaningful, deliberate way.