At PAXDev I gave a talk on Game Grammar. It’s an overview of my current understanding of how all the parts of games fit together. I don’t touch on how every part works — that would have taken far too long for the time allotted — but I do provide the overview, what I have taken to calling my “map of game.”
For the last few years, the tension between the various different ways of looking critically at games has often run high. With this view of things, I wanted to reconcile things a bit. It draws a bit on the stuff from the essay “Playing with ‘game'” and also from the presentation with the same title, which is actually about something else entirely. It pulls in stuff from Games Are Math and from the deck on Social Mechanics.
It tries to map it all out in terms of how it fits into the classic interaction loop that we’re all familiar with, and discusses the techniques used not only for creating solid game mechanics but also what sorts of rhetorical and artistic techniques work best when you are working towards, say, Tadhg’s Kelly’s notion of “storysense,” or towards putting someone in shoes that are not theirs, as in the efforts that are happening so much in the indie narrative game scene.
This also has a few little examples of how you can use simple game diagrams to look at game designs and assess them for flaws or scope.
It’s dry and full of diagrams. Enjoy!