Coming soon · Book Profile
Characteristics of games
Three legendary game designers provide a formal framework and vocabulary for analyzing the intrinsic characteristics of games to understand how they work and what makes them enjoyable.
A profile of this book is on the way.
What it’s about
For anyone who designs, critiques, or simply loves games, "Characteristics of Games" offers a foundational toolkit for moving beyond surface-level appreciation to a deep, structural understanding of how games function. Written by the master craftsmen behind classics like *Magic: The Gathering*, this book eschews sociological or narrative-based criticism to focus on games *as games*. It meticulously breaks down board games, card games, sports, and video games into their core components—or "characteristics"—such as playtime, number of players, heuristics, interactivity, balance, and luck. This analytical framework provides a shared, rigorous vocabulary to discuss why some designs create compelling experiences while others fail, making it an essential reference for understanding the art and science of game design.
The through-line
- Who it’s for
- A thoughtful game designer, critic, or dedicated player who wants to move beyond gut feelings and develop a rigorous, foundational understanding of how games work.
- The problem
- The reader lacks a shared vocabulary and formal framework to analyze games, making it difficult to articulate precisely why some designs succeed and others fail. They feel frustrated by the inability to have deep, structured conversations about game design, and uncertain about how to intentionally design for specific player experiences.
- The plan
- Learn the foundational concepts for analyzing games, such as the distinction between systemic and agential characteristics.
- Master a comprehensive vocabulary of game 'characteristics' by examining them one by one, from playtime and rules to politics and balance.
- Apply this analytical framework to a wide variety of games—board games, sports, and video games—to see the universal principles at work.
- The payoff
- The reader gains a powerful, designer-centric framework for understanding any game. · They can design and critique games with greater intention, precision, and confidence. · They see the underlying structural beauty in games and can articulate how specific mechanics create desired player experiences.
See our guide
Additional reading
- Start with Why · Simon Sinek
The book's core idea—'People don't buy what you do, they buy why you do it'—is central to crafting a compelling crowdfunding narrative that connects with backers on an emotional level.
- To Sell Is Human · Daniel Pink
Provides insights into the psychology of pitching and influence, such as the importance of making the audience (backers) feel like collaborators, which is a key strategy for engagement.
- Funding the Dream Podcast · Richard Bliss
A recommended resource for creators, offering interviews and specific insights into crowdfunding tactics and strategies.
- jamesmathe.com (blog) · James Mathe
A creator's blog recommended by the author for its detailed, list-based entries full of practical information for crowdfunders.
- Ready Player One · Ernest Cline
Recommended as an enjoyable alternative read for those who decide crowdfunding isn't for them, showing the author's engagement with geek culture.
- Homo Ludens · Johan Huizinga
Referenced for its foundational concept of the 'magic circle,' which defines play as a separate, protected space outside of ordinary life. This contextualizes the author's own theory.
- Man, Play and Games · Roger Caillois
Cited for its academic definition and categorization of games, providing a counterpoint to the more practical definitions offered by game designers.
- Rules of Play · Katie Salen and Eric Zimmerman
Mentioned as a key contemporary text offering a precise, systemic definition of a game, which the author uses as part of his survey of existing definitions.
- Flow: The Psychology of Optimal Experience · Mihaly Csikszentmihalyi
The concept of 'flow' is discussed as a state of deep immersion that is often associated with fun, but the author distinguishes his theory by focusing on learning rather than mastery.
- The Essential Difference · Simon Baron-Cohen
The theory of 'systematizing' versus 'empathizing' brains is used to explain why different types of games may appeal to different people, particularly along gender lines.