Terrible Games
Lessons learned from breaking the rules of game design.
Welcome to my website. Where I make Terrible Games for you (not) to enjoy.
In my first series I will go through some game design basics and on each topic try to to match my words to a playable experience.
What is a game?
And yet somehow, even with all these varieties [of games], when we're playing a game, we just know it. There's something essentially unique about the way games structure experience
- Jane McGonigal
When it comes to games not much a universally agreed on. In fact, even a clear definition of a game eludes us.
There are many definitions of a game and many descriptions of "essential parts" by different authors. That must mean that there is a subjective element to the concept of a game, which makes it hard to pin down. What I like about the quote above is that it highlight the subjectivity: when we're playing (a game), we just know it.
So it feels like something to play, and humans are extremely capable at recognizing this feeling.
Goals, Rules, Feedback
Good games consist at least of clear, attainable Goals; unambiguous Rules to follow and direct Feedback when you play.
This means that you can be sure your actions have meaning, getting you closer to achieving the goal. The rules make what could be a very simple task more difficult, adding challenge. Getting to the goal is a form of conflict, where the outcome is uncertain. In the context of a game sparks joy, because it is safe to fail.
It feels good to play a good game.
What is a Terrible Game?
A Terrible Game lack one or more of the properties just defined. This means that there might be no goal, or ambigious rules, or fuzzy feedback... or all of the above :-)
A Terrible Game does not feel good to play.
What I want you to do is play Terrible games on purpose, and feel what it's like. These feelings (not good feelings) are a signal that you can learn to listen to...
But... why?
Remember the definition of a good game?
Good games consist of clear, attainable Goals; unambiguous Rules to follow and direct Feedback when you play.
A lot of the things we do at work (in software development or IT in general) can benefit a lot from looking at them through the lens of game design. This does not mean "turn everything into a game", but more broadly, for example to spot when a game element is missing.
If you can learn to spot when your goal is not clearly defined, you can pause and try to clarify. Or when the rules you need to follow are too complicated to achieve the goal. Or when there is a faster feedback loop possible than you currently have.
In a next installment, I’ll explore each of the elements more in-depth and try to find out what it feels like if one of those elements is missing.
This post is part of a series, the next installment is found here:

For now: keep playing! (it’s the best way to find out if the game is Terrible or not)
