August 10th, 2009 by Thomas | Filed under: The Laws of The Universe (for Game Designers)
If there’s one thing you don’t want to mess with, it’s The Laws of the Universe. Going against Mother Nature (or Father Math) can – and will – end you in serious trouble. For your convenience The Laws of The Universe (for Game Designers) investigates the universal and inescapable laws of The Cosmos, and what they mean for us lowly Game Developers. Endorsed by 8 out of 10 Hermits.
#2 – The 80-20 Rule (aka “The Pareto Principle”)
The Pareto Principle states that:
“[...] for many events, roughly 80% of the effects come from 20% of the causes”.

20% of the effort accounts for 80% of the results. Or so I would have you believe.
Let’s look at some commonly used examples of this principle:
- 80% of the wealth in a country is owned by the 20% richest people.
- 80% of the crashes are mady by 20% of the bugs in your software.
- 80% of the population lives in the 20% most densely populated areas.
The 80-20 division may not be completely accurate for most situations – in some cases not at all – but at least it can serve as a rough guide for typical distributions, and remind us that most things in life is not even!
Basically, the principle claims that a few, select things are VITAL (having a big effect) and a lot of things are TRIVIAL (having less influence).
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Tags: efficiency, game design, Pareto Principle, power law, The 80-20 Rule
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August 4th, 2009 by Thomas | Filed under: game design

Hiro face a bunch of evil samurai warriors in Mini Ninjas
I recently finished working on Mini Ninjas, IO Interactive’s new game for Xbox360, Ps3, Wii, PC & DS, due for release September 2009. If you haven’t heard about the game yet, there’s a ton of previews to be found around the web.
During work on Mini Ninjas I had some experiences in dealing with complex feature interactions, that led me to create a simple tool for designing gameplay features.
It’s a tool which can be used during pre-production, when you plan out the feature set you want to include in your game.
It can also be used as a “change management” tool, when you need to get an idea of the implications of adding, changing or removing a specific feature from a game that’s already in development.
I call this “The Feature Matrix” and I’d like to share some of the ideas behind it.
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Tags: change management, development, feature matrix, Features, game design, what-if-scenarios
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June 29th, 2009 by Thomas | Filed under: The Laws of The Universe (for Game Designers)
If there’s one thing you don’t want to mess with, it’s The Laws of the Universe. Going against Mother Nature (or Father Math) can and will end you in serious trouble. For your convenience The Laws of The Universe (for Game Designers) investigates the universal and inescapable laws of The Cosmos, and what they mean for us lowly Game Developers. Endorsed by 8 out of 10 Hermits.
#1 – The Karmic Law

Instant Karma's gonna git ya!
The Karmic Law is the principle that your deeds shape your future, in a cycle of cause and effect. Act evil, and evil will be done to you. Put in another way: “What you send out, you get in return” or “you reap what you sow”.
Put THAT in your pipe an smoke it!
Like it or not, you are tied to your Karma, and you can’t escape it. You can try. But you will fail. And while some may say that “karma’s a funny thing” it shouldn’t be taken lightly!
So what does this seemingly universal law mean for us lowly Game Developers?
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Tags: game design, karma, laws, universe
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June 29th, 2009 by Thomas | Filed under: game design, reviews
Reviewed by Thomas Løfgren
Emergence is a highly interesting topic, which is closely intertwined with the future of gameplay and game development. How basic entities interact to form new unpredictable and “creative” high-level behaviors is one of the keys to understanding complex systems, like societies or biological systems (from swarms to ant colonies) – Yes, even how our brains work – So naturally it has great interest for game developers, who are trying to simulate or create interesting environments, for the player to experience and have fun in.
“Emergent Behavior” has been a buzzword in game development for what seems like more than a decade now, and has become even more popular with the huge success of “sandbox games”, like the Grand Theft Auto series. But more linear games can also benefit from emergent systems, like physics or flocking. It seems like a topic that every serious game developer should look into, and consider designing for, when building the framework for their games.
With this in mind, I was pretty thrilled to get my hands on a copy of “Emergence in Games“. And immediately started tearing through it. Reading the book it quickly became clear that it’s a lot closer related to a scientific or academic paper, than a creative “cookbook”. The book spends a huge amount of the whitespace defining key terms, making bullet point lists, putting things in boxes with labels on, citing sources, and then summing it all up again. Sometimes this makes you ask yourself what the actual content of what you just read was.
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Tags: books, emergence, emergent behavior, review
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June 3rd, 2009 by Thomas | Filed under: Bug or Feature?
Is it a Bug or a Feature? A question asked more frequently than you might imagine. This section looks at some challenges and pitfalls in game design. A game can be more than the sum of its parts or just as bad as its worst hiccup. Warning: Bug Or Feature contains strictly personal opinions. Your mileage may vary.

It's a feature - not a bug!
Welcome to the first edition of “Bug or Feature?”. Cue the fireworks and big-ass, flaming logo.
Alright, there. Let’s settle down. This is serious business. An evil walks among us. An insidious ne’erdowell, a gameplay “feature”, known only as “Three Strikes and You’re out”.
Shhh.. I see one prowling over there.. Let’s hide and observe.
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Tags: game design, lives, mario, Nintendo, save
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May 20th, 2009 by Thomas | Filed under: Game Design Gems
“Game Design Gems” salutes a game for its outstanding game design. We look at the kind of games that makes us drool in awe, shake our heads, and go on a two-month “why-didn’t-I-think-of-that” drinking binge. This time I’m getting owned by Plants Vs. Zombies from PopCap Games.

Ready, Set - PLANT!
Plants Vs. Zombies has already been hailed as the cream of the casual crop. The game has an outstanding (for its genre) 89/100 Metacritic score and even managed to wrangle a big fat “9″ from the hands of the grumpy ol’ Edge Magazine critics. Not something they willingly throw after any game.
… and I can only join in the choir, and applaud this wonderful title. To speak nothing of it’s amazing style and personality, the core gameplay is beautifully wrought together, and fully deserves to be the topic of GrandTheftBicycle’s first “Game Design Gems” post.
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Tags: game design, gems, Plants vs. zombies, popcap
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May 9th, 2009 by Thomas | Filed under: game design, reviews
I recently reviewed the Danish student game “Nevermore”, one of a series of games, to come out of DADIU (”The Danish Academy of Digital, Interactive Entertainment”).
You can find my review (in Danish) on the dr.dk game blog, or read my (poorly) translated version below.
Try out Nevermore and the other free student games.
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Tags: DADIU, gameplay, indie games, Nevermore
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