Game Designer

Coming soon · Book Profile

Uncertainty in Games

Games require uncertainty to hold our interest, and the struggle to master uncertainty—in its many distinct forms—is the central appeal of games and the key lever every designer must consciously wield.

A profile of this book is on the way.

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What it’s about

In this short, argumentative volume, veteran game designer Greg Costikyan makes a bold and unifying claim: uncertainty is the beating heart of every game. Where most interactive products (word processors, shopping sites, air conditioners) strive to eliminate uncertainty, games are built to cultivate it. Costikyan situates games as a cultural elaboration of play, then dissects a wide-ranging cast of games—from Super Mario Bros. and Chess to Poker, Diplomacy, CityVille, and NetHack—to reveal the many distinct sources of uncertainty at work: performative, solver's, player unpredictability, randomness, analytic complexity, hidden information, narrative anticipation, development anticipation, schedule, perceptual, and semiotic. The payoff is practical: designers who understand where uncertainty lies in their games can diagnose flat or frustrating designs, tune existing sources, or inject novel ones to create genuinely original experiences. Compact, opinionated, and richly illustrated with examples, the book is both a taxonomy and a toolbox for anyone who wants to design—or simply think more deeply about—games.

The through-line

Who it’s for
A game designer (or thoughtful player) who wants to craft novel, compelling game experiences rather than merely reskin a well-understood genre.
The problem
Their game feels flat, dull, or frustrating, and they can't articulate why or how to fix it. They feel stuck relying on imitation, lacking a vocabulary to reason about what actually makes a game engaging.
The plan
  1. Accept that games require uncertainty to stay interesting.
  2. Learn to distinguish games from puzzles and other interactive systems.
  3. Study a diverse cast of games to see how each generates uncertainty.
  4. Learn the taxonomy of uncertainty sources (performative, solver's, player unpredictability, randomness, analytic complexity, hidden information, narrative, development, schedule, perceptual, semiotic).
  5. Diagnose your own game: identify where its uncertainty lies and whether it fits the audience.
The payoff
Designs that are appropriately challenging and engaging for their intended audience. · The ability to diagnose and repair flat or frustrating games. · Confidence to innovate by combining or injecting novel sources of uncertainty.

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Additional reading