This is how the magic happens!
This post lays out a process in three very broad steps for how to put the principles on this blog into practice. There are links to more detailed subject analyses made previously, and attempts have been made to minimise repetition.
Before you get started, you should be aware of how you place your intent on the Master Scale between authorship and emergence. This almost philosophical stance is important for informing you of what the rest of the process will look like.
- It starts with The Model; figuring out what you want players to get excited about. Not you, the developer and not your publisher or investor.
- It then goes into The Deconstruction, where we take the design and break it down into its constituent parts, taking extra care to find commonalities.
- It then wraps up with The Reconstruction, where all those parts are put back together and let loose in simulation form.
The Model
“I do something in the game, I get feedback from the game, and that then changes my next intention and helps me build my mental model of the game. That’s gameplay. Until you have that, you don’t have a system, and you don’t really have a game.”
Michael Sellers
Game design is both overrated and underrated.
Overrated as a means to control players. Writing a book or making a movie is a better way to author something.
But as a means to generate excitement, game design is underrated. Translating our own excitement into player engagement is the hardest part. Even more so for systemic games.
Finding Your Model
This is the most important part of your entire design. Not the mechanics, not the theme: the player’s mental model. A clear understanding encompassing the player’s relationship with the game, that can serve as a link between creator and consumer.
Let’s look at some common ways to find your model.

Activities
Since games are interactive, probably the most common thing to lead with is the activities you get to engage in. Driving fast cars, piloting space ships, training and riding horses, growing your gardens, play sports; there are many activities that are enjoyed by gamers whether as power fantasies or cozy pastimes.
Role
Some games let you play a character that you can emphatize with. This can be done in one of two ways. Either the game tells you about the character and you’re then expected to empathize with that character just like a movie would do things. The other way is to make the character and player occupy the same mental space anyway, as is the case in Thief: The Dark Project and its sequels.
Mystery
The quintessential mystery setup is the “whodunit,” where there’s been a crime and the protagonists need to figure out who did it and bring them to justice. The right mystery with the right setup can pull players in, as long as you don’t give too much of it away too easily.
Adversity
If your game is one of the many that focuses on combat, you can build your model around the enemy you will have to kill. Consider Halo, Gears of War, or any (reasonable) game with nazis in it. Coming up with this kind of external threat is comparatively easy, but can also make your game feel derivative. It can also be problematic. If it hits too close to real conflicts, your game may even end up banned in some countries.
Goals
Another way to use an external element as your model is to come up with a strong goal for the player or player’s avatar to aim for. Escape from prison. Find the missing thing/person. More abstractedly, it can be saving the world. This goal can inform everything about the game and at best will become something the player can intuit along the way.
Hook
As developers, we often find our inspirations in mechanics. This easily leads to the idea that a hook, as a twist on an existing formula, is something to lead with. Jonas Tyroller has argued against this, but it’s quite common to append a hook to something that is already well established. E.g., a platformer, but played in slow-motion.
Shared Fantasy
References to mainstream media is where movie and IP tie-ins come from. Since gaming got started in strong fandoms, many of the shared fantasies are referential. A colleague used to joke that game developers of a certain generation only ever saw three movies: The Lord of the Rings, Aliens, and Blade Runner. But this shared fantasy means that everyone in that audience can adopt the model of those three.
Market Analysis
Market analysis can help identify what players want. This is a dangerous way to begin a project. If you look at the most successful games, it’s easy to either cherry-pick games that fit your own ideas of success or to mistake the success of a game for the success of its genre. Remember that whole genres that are big today didn’t even exist in their most popular forms a decade ago. Choosing to build your model on a market analysis means that you start one step behind your competition.
What’s Fun
A common idea among game developers is to spend time “finding the fun.” To prototype from very high level ideas until your prototype feels fun to play. In a way, Nintendo’s approach seems close to this, where they can spend a year (or more!) refining a control scheme before they move a game into full production. The tricky part with this approach is that players won’t know how fun your game is until they play it, making it really hard to convince them of that first crucial purchase. Nintendo doesn’t have this problem, as their IPs are extremely strong.
Auteur Direction
The last approach I will mention is to draw your model from a single authoritative figure. A director. My experience is that this rarely works in video games except where games are made more similar to film. If you want to be an auteur you need to be a good leader and communicator first and foremost; it’s not enough to have passion or a “great idea for a story.”
Immersive Research
The most common way to conduct game design research is to play games similar to what you have in mind. By all means, play games. But there are more immersive types of research that won’t translate directly into implementable mechanics. In fact, to immersive yourself in the model rather than the mechanics, it’s a good idea to take a big step away from the gameplay at this point. Zoom out before you zoom in.

History and Mythology
As the saying goes, reality is often stranger than fiction. Watching documentaries or reading books about a certain time period can be very powerful. Like the struggles of Houses Lannister and Stark in The Song of Ice and Fire was strongly influenced by the historical Wars of the Roses between the Plantagenet cadet branches of Lancaster and York, you can also find a strong referece by studying history or mythology.
Exploring Language
Words matter. By using different labels, you can quickly change the meaning of something. In Magic: The Gathering, you draw cards from your library and creatures that are killed are put in the graveyard. It’s not just your deck and discard pile. Finding the right words for your game makes a big difference and can also help differentiate your game from other games.
Mechanics Research
Sometimes you find a game that does a very specific thing a certain way and you seek it out to try it. It can be the camera technique that solves some third-person issue you want solved, the way the inventory worked, a clever control scheme, or really anything at all. There are so many great designs out there that trawling them for mechanics could itself be a fulltime job.
Gameplay Research
If you have more time on your hands than what’s needed to test individual mechanics, you can try gameplay instead. This requires more time investment, since a shallow test of a game is rarely enough to bring out all its nuances, but can also be worthwhile. Think of how Pillars of Eternity isn’t actually the same as old Infinity Engine games but how you remember them. This is the kind of thing you can achieve by doing deeper gameplay research.
Key Technologies
It’s impossible to divorce implementation from design when you are making a systemic game (I’d argue making any game, but that’s a different discussion). Because of this, another thing you need to consider for your design work is technologies that are central to your model. Don’t do this in a generic way. We all need rendering and input handling, for example. But focus on key technologies that this particular game can’t do without.

Tech Ideation
With game development often a quite stressful environment, we don’t spend nearly enough time reevaluating our pipelines. Pure tech ideation can be to build isolated pipeline tests, set up new tools, or even just read related white papers.
Explorative Prototypes
If you come up with a clever solution to a technical problem, or an interesting mechanical concept, you can explore it in prototype form. Timebox this ruthlessly, setting aside a day or a week but no more.
Tech Defining Design
One of my game design pet peeves is our overreliance on cooldowns. Not that anyhting is wrong with cooldowns necessarily, but their origins are partly as tech defining design. A timed limitation to avoid servers getting choked by too much traffic. This is a good example of how you need to be aware of such limitations and keep them in mind. If you can only have a single texture atlas or the player needs to move slow enough so that other players can aim at them using analogue sticks, those things will affect your game and the resulting model.
Artifact: Commitment
Let’s take all this and turn it into artifacts that can be used to communicate the model to a team or to future players.
List shared references. References that everyone on the team needs to understand the model:
- Key references: one or two references to rule them all.
- Movies and shows to watch.
- Gamedev videos to watch.
- Games to play; any kind of game.
- Books and articles (and blogs!) to read.
- Activities to refer to. Fencing, knife throwing; whatever you find.
List narrative facts; story things that everyone has agreed on:
- Non-negotiables. That big set piece ending scene, perhaps. Or that the protagonist is really a werewolf.
- Characters and character relationships. Who the protagonist is, who the antagonist is.
- Theme and setting. Where, why, when, etc.
- Major plot beats, if relevant. Big reveals and crucial turning points.
List gameplay facts; mechanical things we have all agreed on:
- Target platforms and control schemes.
- Level and object metrics; measurements for doors, jumps, obstacles, etc.
- High level goals, such as playtime, session length, etc.
- Verbs and actions.
- Optional but useful, game loops: the defining repeatable elements of your game. Micro loop (second to second), macro loop (minute to minute), and meta loop (hour to hour).
The Deconstruction
Now we have a model for our players and a vision that we can share across our team. Next up, we break this down into objects and high level states.
This breakdown needs to be somewhat ruthless and abstract. It’s less helpful to think in class terms, like Character or Sword, and more helpful to think of it one step deeper. Think about behavior more than visuals, and which parts of a thing that generate its behavior.
Application States
Start out by mapping your game at the application level. This may seem silly, when all you want to do is jump in at the deep end with your mechanics and storylines, but doing this will teach you a lot about your game. It’ll also help you emulate how a player experiences your game for the first time.
Put yourself in a player’s shoes and note down each screen and interaction as the player would approach them. Flesh it out at a high level, without going into the details of the gameplay, so that you can close the whole loop.

Menu States
A splash screen shows contractually obligated logotypes, your studio name, and perhaps the engine you use. It may also hide any loading you need to do in the menus. After this, most games will display a loading screen and an initial settings screen followed by a menu screen. The menu is further divided into other screens; options, accessibility settings, starting new games, loading old games, and so on.
Game menus and the deeper subjects of User Interface and User Experiences are whole subjects in their own right. Play some games just to see how their menus operate, and remember to close the loop for your game early on. Throw in all the reward screens, info screens, tutorial windows, etc., that you want in your game. Make the menu state breakdown holistic, but stay at the level of which screens you will need. Dive into the Game UI Database for inspiration.
Setup States
Data is the bread and butter of digital games. The menus will be the first time a player encounters this data. A setup state is any state from which you want to retain data. Can be the video settings, the accessibility options, or the player’s finished character coming out of a character creation process.
This makes a setup state a system, effectively, where you need to track inputs and outputs and not just which choices a player can make.
Simulation States
In the example from Killshell, many of the states (The Carrier, Orbit, and Launch) are menu states. But the other states, namely Interface, Landing, Mission, and Retrieval are composed of gameplay. These are referred to as simulation states, since they will be running the game’s full realtime simulation. Whatever this means for your game.
Simulation States
Let’s dive a little deeper into simulation states. Most games will have several different types of simulation state where different parts of the simulation are turned on or off. A pause state, for example, may simply turn everything off except the music, while other elements remain functional. A dialogue state may turn movement off and force your camera to look at a certain target. A cutscene state probably turns off dynamic NPCs (though not always).

Logical States
You can look at anything that loops over things as a logical state. Physics, animation, lighting, perhaps something like the modern Zelda games’ chemistry engine. You don’t need to get technical with your state breakdown, you only need to capture the different parts that will affect other states. The reason you want logical states included is that you will want to turn them on or off while other states are active.
Movement States
Running, jumping, flying. Many of these states will restrict controls one way or another and may even lead to other states, such as death if you fall into a chasm after a jump. Listing these and considering their circumstances is very valuable. It’ll help you identify two things: which movement actions are generic, potentially used by all objects, and which are specific, used only by certain objects. Just remember to list conditional states, such as sliding on slopes or failing to climb stairs.
Interaction States
When you lock onto an enemy in a Soulsborne game, this locks the camera and changes how you move. When you interact with something in a Frictional Games game, like Soma or Amnesia, your camera is locked in place and mouse movement translates into physical actions. Both are effectively lock-on states. Sometimes these are integrated into regular gameplay. Other versions take over entirely, such as the lockpicking from Oblivion in the image above. The game’s logical states may still run, so that the player can be spotted picking a lock, or everything pauses to let you fiddle around in your inventory.
Objects
Most games of the kinds I like have characters and props. Interactive objects in the game world. Listing all of these objects is important, and you want to capture as many nuances as possible.
Look at the sword below as an example. It’s a prop, it’s an equippable prop because characters can wield it, but its behavior is further broken down into its constituent parts. The behavior of a sword in a systemic simulation isn’t based on it being a sword, it’s based on it having sharp edges and a stabbing point.
Now is the time to figure out which granularity you want to achieve. If it’s at the depth of this sword, or if it is with “sword” as enough definition.

Locations
Breaking down your locations is also granular. Writing this, I’m sitting in the Milky Way galaxy, Sol system, planet Earth, European continent, country of Sweden, county of Uppland, outskirts of Uppsala city, in our small guest house/office combination. I’m seated at my desk, by my computer, next to a window, on the opposite side of the entrance.
This is a very detailed breakdown, and many of those steps would be unnecessary unless it’s important to know which planet you’re on. At the low end of this breakdown, you find points of interest, like the entrance; and you find props, like the desk and computer. Where you put this dividing line between location and object decides this for you.
Characters
Surprisingly, characters need less breakdown than most other kinds of objects, because they tend to be defined more by external elements (like props) than by themselves. Think of the classic object-oriented axioms of has a and is a. Most of a game character’s elements are has a relationships, where they have the ability to move, carry a sword, etc. What they are is rarely as relevant. The biggest difference between characters is whether they are player controlled or non-player controlled.
Props
A prop is an object that can be held or acticated by a character. Think of movie or theater props and you get it. The most important breakdown for props concern limitations. Where you can activate it from, how many you can carry, etc. You shouldn’t specify the details at this point, only set up which limitations you want to have in your game.
Devices
Some key elements of your game won’t fit into the other object categories. Particularly if your game is narrative in nature. These can be broken down into devices, including things like narrative state, factions and groups, and plot objectives.
Object States
This last type of state has been covered before, and it’s the many different ways we can describe objects in our simulation. We won’t go into details here, only set up some very broad categories.

Condition States
Broken, burning, destroyed, angry, green, starving; most games will have a whole vocabulary of object conditions. Sometimes they’re a fuzzified ladder, say from Hungry to Starving to Dying. At other times, they’re mutually exclusive, like Burning or Frozen.
Context States
All of the runtime states that may happen, whether local, relative, or something else. Behind, above, far, close, etc. I’ve covered these more closely in other posts.
Response States
An object’s ways of handling interactions with logical states, such as physics. Some objects may not interact. A steel door is probably not flammable, for example, but may still have a response state that makes it glow a menacing red if it’s affected by fire for an extended time, and may then burn the player if they attempt to open it. This is a response state unique to the steel door.
Awareness States
Things that are internal to an object can be thought of as awareness states. Reacting to its own health, how much ammo it carries, etc.
Perception States
Things external to an object must be triggered by external stimuli. Seen, heard, identified. Many games will trigger events directly based on perception states. Even more so if you want the player to interact with the game’s perception systems, as you do in a stealth game.
Scripted States
One of the constants in systemic design is the clash between designers that want to direct the player and designers who don’t. In Designer Notes’ interview with Clint Hocking, Hocking talks about this clash on the Splinter Cell team. How some of them wanted to make a more linear game, and others wanted to take inspiration from games like Thief: The Dark Project. Scripted states can be both. They can be exceptions to existing systems that allows designers to make a character impossible to kill or an area impossible to reach. Or it can be for more creative reasons, such as allowing the player to make Hammerite hammers deal holy damage because you submerged them in holy water.
Scripted state can be either specifically scripted and never available at any other times, like the mentioned exceptions, or they can be tools exposing other types of state to designer manipulation.
Artifact: One-Page Designs
With the deconstruction done, you’ll have a long list of single words and short sentences. Each and every one of these should be turned into a one-page design.
How you do your one-page designs will depend on project needs and personal preferences, but some or all of the following are recommended:
- Title. Preferably a single word.
- Image. A simple illustration
- Category. Should refer back to the title of another one-pager, if you need categories.
- Relationships. Connections to other one-pagers. Set these apart, for example using a different color, bold typeface, or capital letters.
- Inputs, outputs, and feedback. More specific to systemic games. I like having them, particularly feedback, because it can serve as an overview of the player-facing work your systems will require.
- Triggers. Any gameplay-related events the object will be firing off into the game.

The Reconstruction
An emergent effect is “something that is a nonobvious side effect of bringing together a new combination of capabilities.” This means that you can’t really design it directly. With this in mind, you should start to see what the breakdown has achieved.
We know all the parts of our game now and how they interact with each other. Not in detail, of course. We know all the inputs and outputs of our systems, and we can see the what kind of experience they imply, but we can’t really know the details.
Graph Reconstruction
The reconstruction itself is the act of taking everything from the deconstruction, grouping them together, and connecting them in ways that illustrate their relationships.
You can do this using a tool like Miro or XMind, or you can do it on a physical whiteboard or spare wall. Having this graph in a single place will serve multiple purposes. It allows you to have a single place where you can show anyone how the game is connected. It also moves the conversation from implementation to design: a tricky thing to achieve in game development.

Artifact: State-Space Map
At the end of this seemingly longwinded process, with the Model in mind and a long list of states and objects, you can finally put it all together. There can be 10s, even 100s, of individual parts to piece back together. But once it’s done, you’ve finished the design for your next systemic game.
What you will immediately see is that this doesn’t specify much. It’s mostly objects and relationships. But once you have this map in place, you can dive into the next evolution of your systemic design: writing the rules. More on this next month!
















































































































































