Also, just a reminder, it’s also out on Android.
Because of the release, the article writing / 3MGD is a bit delayed. But don’t worry, I have two articles and one 3MGD episode in the pipeline.
For the last year or so, I’ve been working hard on a book called Clockwork Game Design. It details a clear, useful design pattern for building elegant strategy games.
How does it differ from my first book, Game Design Theory: A New Philosophy for Understanding Games? Game Design Theory was very broad. It talks about the history of interactive systems design, it talks about other forms such as puzzles and toys, and it talks a lot about modern videogames and some specific problems with them.
Clockwork Game Design is narrow and focused. It asks a specific question: how do we go forward with strategy game design? How do we make games that are significantly better than the ones we’ve made in the past? How do we make games that are not only easier to learn than existing games, but also have longer life-spans?
The answer is in the Clockwork Design Pattern.
The Clockwork Design Pattern is one that starts with a core mechanism – a basic action that is the primary means of interaction with the system. Supporting mechanisms support – but do not fight with – the core mechanism, and all of this is anchored by the Goal. The Goal is the ultimate expression of the core mechanism action.
To the extent that designers are able to create depth and elegance, they’re already using elements of this design pattern without even necessarily knowing it.
If you want to design strategy games, and you can only own one book on the topic, it should be Clockwork Game Design. Pre-order it now on Amazon.com!
Over the last few weeks I’ve been working on redesigning my site, for a few reasons. One, I finished my second book – Clockwork Game Design – and I am changing the visual design of this site to reflect that of the book (hence the black gears around the place). What you’re seeing now isn’t necessarily final, and there are probably still bugs, but let me know what you think overall.
One of the coolest things is an idea I got from David Sirlin’s site. For a long time I’ve wanted a way to show all my best articles in a more digestible format than just some giant list. What Sirlin did was put them into a nice grid. I’ve done pretty much the same thing. Tap on “Design Articles” above to check it out (or click here).
I’ve also gone back to many of my old articles and improved them a bit; I’ll continue doing that in the future. Your article is your baby! I’ll also take some offline when they’re no longer relevant or are covered by another newer article.
As to the book: it’s scheduled for release sometime in early 2015, but I’ll certainly have more information soon!
Comments: I’ve now re-enabled comments. It was too much of a pain to use the Dinofarm Games forums for discussions. Bring on the comments!
Hey – remember that game Auro that I’ve been working on since… God, 2010? It came out the other day, on Android. I’ll be writing a big article about its game design and why it’s so special soon. I am really, really proud of this game, and I just can’t wait to hear what people think of it.
The game will be coming out on iOS and PC pretty soon too, so keep an eye out for that stuff.
In the meantime, Android users, go play it now!
Here is the complete list of Weekly Design Problems on the reddit/r/gamedesign subreddit (which I moderate). Note that I haven’t had time to do one every single week since it started, although most weeks I do. Some good discussion in many of the threads, so it seems worth documenting. I will of course continue to add the problems to this list as they get created. Enjoy!