Game design vocabulary

in my own words

Play

An emergent mindset and behavior, in which one interacts with a game system, driven by curiosity and the anticipation of fun.

Gaming

Playing within a system of mechanics, often giving rise to game loops, and a measurable goal.

Gamification

Gamification is the practice of adding systems or words commonly used in gaming contexts, to something that is not intended as a game. Usually the aim is to induce game-like associations to a product or service.

Magic circle

Also known as “suspension of disbelief”, is the acceptance of rules and truths, particular to a designated game space. It enforces the designer’s intended mindset for the user, conferring in-game roles and purposes.

Serious game

A product in which the medium of games is used as a means to achieve a non-entertainment goal. This often concerns games for education, improving health, and corporate training.

Stealth serious game

A serious game that seeks to hide its non-entertaining intent. A term coined by one of my teachers.

Game loop

A system of mechanics and/or features feeding into each other, resulting in looping activities or actions for players.

Mindset

A conviction towards facts, and a tendency towards a certain pattern of thinking, acting and perception. May be induced for temporary roleplay in games.

Mechanics (MDA)

The factual components a game is made of; rules, visuals, audio, mechanics, etc.

Dynamics (MDA)

Emergent player behaviour during game-player interaction.

Aesthetics (MDA)

The feelings, thoughts, and emotions of the player at any given time before, during or after the moment of interaction.

Empathy

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Cognitive load

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Pillars

Core values of a game/project. The category of which often varies between developers. Examples are: game core, context, and player philosophy.

Core experience

Component of Pillars; the main experience of your game, which can be independent of their medium.

Multi-axis level design

A term in level design to indicate the creation with intent of spaces on the horizontal and vertical axis.

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Bait (level design)

Objects or visuals in short travel distance from the player to lead them towards a specified location.

Lead

Leads are consistent and often uninterrupted visual elements in a traversable landscape that simply imply a route to follow, without revealing a destination per se.

Landmark

Landmarks are unique and easily recognizable visual elements that help users navigate through game spaces.

Bait (UXD)

Any reason that gives a user an interest in the mere mention of a product or service.

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Hook

That which has the user merit a try of a product or service.

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Trap

A reason for the user to come back to your product or service consistently for a sustainable duration.

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