5 Principles of Game Design

Published 2020-11-22
In our first episode, we interview seven game developers about five game design principles. We explore the special spark that makes the medium of games unique, and each creator approaches it with their own particular lens and expertise.

Topics:

00:00 Vision
6:11 Agency
14:46 Game Feel
23:56 Systems
30:59 Discovery

Subscribe to Field of View:
   / @fieldofviewgamedesign  

Follow Field of View on Twitter:
twitter.com/FOVGameDesign

Guests:

Rand Miller (Cyan, Inc.)
twitter.com/randemtweets

Robyn Miller
twitter.com/tinselman

Chris Sutherland (Playtonic Games)
twitter.com/Chris_Suth

Hamish Lockwood (Playtonic Games)
twitter.com/SuperLuigiBroos

Darren Korb (Supergiant Games)
twitter.com/DarrenKorb

Mike Rayhawk
twitter.com/mikerayhawk

Kan Gao (Freebird Games)
twitter.com/Reives_Freebird

Art by Matthew Taranto
twitter.com/MatthewPTaranto

Additional audio editing by Daniel Ran
twitter.com/danielxran

Games:

realMyst: Masterpiece Edition
Shadow of the Colossus
Minecraft
Journey
Myst
Outer Wilds
Riven
Pathologic 2
The Legend of Zelda: Breath of the Wild
Banjo-Kazooie
Yooka-Laylee and the Impossible Lair
Yooka-Laylee
Hades
Pyre
To the Moon
Super Smash Bros.
Divinity Original Sin
The Elder Scrolls III: Morrowind
Obduction
The Last of Us Remastered
Paper Mario: The Origami King
Super Mario Maker 2
Red Faction: Guerilla Re-Mars-tered
World of Warcraft
Transistor
Bastion
Super Mario 64
Half-Life Alyx
Moss
SUPERHOT VR
Cuphead
The Legend of Zelda: The Wind Waker HD
Sonic Generations
Rock Band
Overwatch
Hitman 2
The Manhole
Super Smash Bros. Ultimate
Plants vs. Zombies
Portal
The Legend of Zelda: Majora's Mask
Firewatch
Myst III: Exile
Super Mario Odyssey
Metroid Prime
Myst: Uru

Music:

Catalyst - Mirror's Edge Catalyst
www.amazon.com/dp/B082LTK25H/ref=dm_ws_tlw_trk32

BaCl2 - Surviving Mars
www.amazon.com/dp/B07RQL5RZK/ref=dm_ws_tlw_trk2

Mo - Surviving Mars
www.amazon.com/dp/B07RNL17P9/ref=dm_ws_tlw_trk19

The Magnetic Tree - Dustforce
www.amazon.com/The-Magnetic-Tree/dp/B014O974W4

Swimming While it Rains - Dustforce
www.amazon.com/dp/B014O972X0/ref=dm_ws_tlw_trk5

It's Not Supposed to Be Snowing - Dustforce
www.amazon.com/dp/B014O977I0/ref=dm_ws_tlw_trk8

Early Development - Satisfactory
   • Video  

Main Menu - Satisfactory
   • Video  

The Museum - Outer Wilds
www.amazon.com/dp/B07SSD1DT5/ref=dm_ws_tlw_trk3

Space - Outer Wilds
www.amazon.com/dp/B07SQB7RVT/ref=dm_ws_tlw_trk4

The Ancient Glade - Outer Wilds
www.amazon.com/dp/B07SSD2CND/ref=dm_ws_tlw_trk18

Other:

NoClip
   / @noclipdocs  

Peter Sanderson
   / @warpcoregames  

LEGO Land
youtube.com/user/NYBEANER

JD Brick Productions
   / @jdbrickproductions  

Nvo
   • World of Warcraft - Paladin Gear All ...  

LEGO
youtube.com/user/LEGO

Midwinter Minis
   / @midwinterminis  

Beyond the Brick
youtube.com/user/BeyondTheBrickTV

All Comments (21)
  • That's a hidden gem if I've ever seen one. Big shame on youtube algorithms that this channel didn't take off. Would love to see channel's come back though. In any case, huge thanks for your hard work, I definitely will be back to rewatch your stuff!
  • @arvinsloane6715
    One of the best YouTube recommendation I got in months. Many thanks for this well polished video/interview/essay
  • @johnterpack3940
    My absolute biggest gripe with games, and it's an almost universal problem, is a lack of consistency. Games will set something up as a possibility, but then waffle about exactly when it's possible. My favorite example, at the moment, is Elite: Dangerous. When you fly into a star system, you have a scanner on your ship that you can use to find every planet, determine the mineral content of each planet, and detect if life is present on each planet. All this is done from the center of the system, millions of whatever units you feel like using from the planets. When you fly to a planet you have another sensor you can use to scan the surface in more detail. This will show you a rough map of where life is likely to be found. But when you fly down to the surface, your ship suddenly has no way of pinpointing where life is. You have to land, get out, and stumble around looking for it. You do have a handheld device that sends out a ping that will highlight any biology it contacts. Somehow, that device couldn't be fitted to the ship. It also couldn't be a HUD that mimics the behavior of the scanners on the ship. The devs took the feeling of being an explorer and turned it into a silly whack-a-mole mini-game where you are just running around a planet, spamming the ping button in hopes of finding a patch of bacteria. Frontier's entire philosophy with E:D is that everything has to be a mini-game. It makes it impossible to engage in serious role-play or to otherwise enjoy the game. There's too much thematic disconnect in the styles of play. One minute you're neck deep in the moment, tweaking settings on the scanner to document each planet. The next minute, you're playing some mobile-quality treasure hunt game. Mechanics have to make sense.
  • @zhulikkulik
    I've recently found out that I need a central story to enjoy the game. The games without one, like Kenshi, I call them "entertain yourself" games. I don't like playing them. But I also don't like stories that are too linear. Sometimes the main quest is structured in such a way that leaving main road to explore is completely kicking me out of immersion. "Your daughter/son/whoever is missing!" "Sure, just let me first spend a whole in-game month playing minigames, finishing every side quest in the area and collecting money to buy the best sword i can"
  • @sohansurya2407
    Amazing video! Thanks for gathering up so many different things and wrapping into a simple and easy to follow movie :)
  • @ENDUVY
    Such a chill video but so much practical advice when it actually comes to making games. Hope there will be more content to come :3
  • @drewwilson8756
    A game's sound effects and music stay with me the longest out of any other component.
  • @microdavid7098
    this was a pretty great video. I zoned out at the end and was left thinking when the video ended. And that's a powerful feeling. Greatly put together
  • Such a fascinating video! Thank you for gathering such incredible minds and putting together this collection. So very interesting as a budding indie dev.
  • As I wrap up my first successful Kickstarter campaign for the latest game I made, I WISH I saw this video before - such good insights!!!
  • @publicacc1852
    This video is such a good find, I'm glad I found it today!
  • @beccangavin
    Wow! Oh, I heard the opening and even with the blank screen I was like “I know this game. I love this game.” I clicked on this video not knowing if the person who made it would have credentials and it turns out the video is overflowing with credentials. I really got lucky on this one. This was so interesting.
  • Rand and Robyn, you at Cyan say worlds are the power of games, and I've got to say you at Cyan are genuine masters of that particular power. Your worlds have for a long time amazed and inspired me. Kudos. Also got to say, glad whoever edited this set of interviews, you should have a more popular channel than this because it is all masterfully edited. Loved the inclusion of the clips from Outer Wilds too as that was such a beautiful, impactful indie game very much hits that feeling of venturing into a mystery and the unknown and learning about what's going on as you explore. That feeling of exploration and discovery, is a thing that ties together many of my favorite games IMO.
  • @aligdev
    Thanks for the great insightful video!
  • @onefoxstudio
    Absofuckingly great ! This channel is amazing ! Good work !
  • @igz
    A lot of great advice here, and a very well-made video!
  • Feel is literally Everything, especially for single player games. Killer Is Dead, Lightning Returns, Hitman Absolution, Control, Mafia 3....all games that aren't considered the best but I loved them because they capture a certain Vibe and Feel perfectly 👌
  • @bb-uq5qg
    Very nice Video, thank you very much