- Preface – “Why is Game Design a Black Box?“
- Introduction – “Theft vs. Innovation“
- My Story – “The Simplest Thing First“
- Lessons
- Clarity – “Make it Clear”
- How? – “Communication“
- Care – “Make it Important”
- Response – “Give Players a Response”
- What Types? – “Reactions“
- What Types? – “Preparations“
- What Types? – “Recovery“
- Satisfaction – “Make the Response Satisfying”
- Why? – “Reward Good Behaviour“
- Why? – “Punish Bad Behaviour“
- Why? – “Pacing“
- Why? – “Ennui – How Repetition Reduces Satisfaction“
- How? – “Alternate Ways to Satisfy”
- Fit – “Make it Appropriate for your Game”
- When? – “Fit the Theme – Don’t put Aliens in Hamlet“
- When? – “Fit the Audience – Don’t Arm Wrestle during Chess“
- When? – “Fit the Game – Internal Consistency“
- Clarity – “Make it Clear”
- Conclusion – “What was the point?“
- About Me
(I am updating every Saturday evening. Feel free to comment liberally.)