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Game design is simple

https://www.raphkoster.com/2025/11/03/game-design-is-simple-actually/
54•vrnvu•1h ago

Comments

henning•1h ago
Nothing asserted here is simple. And after reading all that it's still hard to design and build a game that will cut through the noise of all the other games coming out on Steam.

It's not a matter of "simple vs. easy". If you have to write many words to list your ideas and you state each idea is deep and connected to all the other ideas, the thing you are talking about is not simple.

TillE•1h ago
This is an extremely interesting article about game design and it's a bit silly to fixate on the title.
madsushi•1h ago
I think it's tongue-in-cheek.
alstonite•1h ago
This feels like a classic example of the concept that simple ≠ easy
godelski•1h ago
In that sense most things are simple. Though it's also simple to over simplify. Since often simplicity arises out of the accumulation of expert analysis rather than being obvious from the get go. Which I think is just as important as what you say:

  Simple != easy
  Simple != obvious
  Simple != intuitive
  Simple != easy to understand
I think if people remembered these things then things would be more simple. I'll add one more relationship

  Elegant == Simple
  Simple  != elegant
philipov•33m ago
Simple means not complex, means not composed of even simpler parts. A twelve step plan is literally a list of simpler parts, making it not simple. Most things are complex, since there are so many ways to combine simples. It is an ironic title.
IshKebab•1h ago
Yeah kind of feels like "writing a hit novel is simple - you just need a plot that is engaging, well written prose, and a satisfying story arc".

I mean... yeah kind of obvs. Very "rest of the owl".

christophilus•1h ago
Well, that wouldn’t give you a “hit” novel. That would give you a good novel. Hit != Good
PostOnce•1h ago
For reference Raph Koster wrote "the book" on game design, and was the lead designer for Ultima Online (among other things) https://en.wikipedia.org/wiki/Raph_Koster
animex•13m ago
Raph was the lead game designer on SWTOR a game that was way ahead of it's time and one of the most enjoyable sandbox mmorpg's I've ever played. I'm working on a new game that will take inspiration from lessons learned there.
cloud_watching•1h ago
The title is ironic. Game design is very simple indeed.

This is an amazing article. I work on game design and I think this could work as a map of the terrain.

b00ty4breakfast•41m ago
the complexity of a given domain is not necessarily an indication of it's difficulty. I suspect that a guy of Koster's experience and reputation knows that and is making a spicy title for the clicks.
MattRix•24m ago
For the people taking the title literally without apparently reading the article:

> Put another way — every single paragraph in this essay could be a book.

zwaps•17m ago
This reads like the handbook for people making grind-based games. Sure enough, the author exclusively works in the mmorpg space.

If you are a game designer, please take this with a grain of salt.

Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

gafferongames•7m ago
Have you made any games?
zoeysmithe•14m ago
When I started writing fiction I found myself naturally gravitating towards inserting puzzles and mysteries and twists and unknowns. I think some people just love that. There's this dopamine aspect of solving the problem or knowing the unknown and the anticipation towards it can be very intriguing! Games do this in a more obvious way, but the 'rule of fun' is everywhere.

Look how exciting mystery is and how boring well known things are, but ironically there's a lot more to, say, the theory of gravity that if contextualized differently would be exciting and deeply interesting that 'unknowns' like the mystery of some cult or whatever can't even come close to, but in the end, there's something inside of us that wants to read about that cult. I make sure to self-aware of this and do deep dives into the boring 'known' world and push back on the sensationalism and such I'm so drawn to.

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