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Towards minimalist game design

Published: 29 June 2011 Publication History

Abstract

In this paper, we describe a design methodology that we have termed Minimalist Game Design. Minimalist games have small rulesets, narrow decision spaces, and abstract audiovisual representations, yet they do not compromise on depth of play or possibility space. We begin with a motivation for and definition of minimalist games, including terms such as "rules," "mechanics," "control," and "interface," and illustrate the importance of artificial design constraints. Using a number of examples, we show the strengths of minimalist game elements in systems, controls, visuals, and audio. Adhering to these constraints, these games feature a small set of mechanics and one core mechanic, while still being sufficiently deep and allowing for player exploration and performance. This depth comes from procedural methods, combinatorial complexity, probability, obfuscation, challenge, or any combination thereof. Our methodology embraces principles of holistic design, where there is no "filler," and where every element of the game contributes to the play experience in some meaningful, deliberate way.

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FDG '11: Proceedings of the 6th International Conference on Foundations of Digital Games
June 2011
356 pages
ISBN:9781450308045
DOI:10.1145/2159365
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 June 2011

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FDG'11
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  • SASDG
FDG'11: Foundations of Digital Games
June 29 - July 1, 2011
Bordeaux, France

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FDG '11 Paper Acceptance Rate 31 of 107 submissions, 29%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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