Polaris Game Design
@polarisgamedesign.com
430 followers 62 following 46 posts
Solving the toughest problems in game design. Mostly a yearly weekend retreat for professional game designers. https://polarisgamedesign.com/
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bravemule.bsky.social
I have worked with Laura a ton and there's no one more dependable. Completely hilarious and professional. Can adapt to anything. When I see an impossible narrative obstacle down the tracks I try to get Laura hired so the train doesn't derail.
lmichet.bsky.social
Learned that I am being laid off from Heart Machine, and will be leaving the studio later this month.

Do you need a contractor? I've got a track record of leading scope-friendly script revisions late in dev. I have also done a lot of consulting on new IPs and pitches/demos. Feel free to DM me!
polarisgamedesign.com
To encourage player stories:

1 Define an expressive range
2 Leave gaps
3 Acknowledge the player
4 Support player framing
5 Curate/summarize their play
6 Procedurally generate
7 Manage your community

We can't tell the player's story for them... but we can plant the seeds! 🌱🎮💬
polarisgamedesign.com
Tool 7: Community Management

Hey a tool to use AFTER dev!

So you made a game.

Now, as players play it, give them explicit spaces to tell their stories! Make it safe and and easy welcoming to share and maybe you'll get storytellers like the Dwarf Fortress & Qud communities.
polarisgamedesign.com
Tool 6: Procedural Generation

Good proc-gen creates moments that = singular, non-repeatable, & unexpected, which humans love telling stories about. It also lends itself to collaborative storytelling, with more room for interpretation & expression than passive experiences. (See: Caves of Qud)
polarisgamedesign.com
Tool 5: Curation

Summarize the player's experience to help them along the road to interpreting meaning and sharing it with others. Help the player understand what happened, especially if it was systemically complex.

Ex: Dwarf Fortress legends mode distills huge volumes into meaning-rich subsets.
polarisgamedesign.com
Tool 4: Support Player Framing

Let the player emphasize & highlight pieces of their play experience. Ask the player open-ended, subjective questions without consequences and they might enter a storytelling mindset.

Ex: Fallen London provides scrapbook & mantlepiece spaces in player profiles!
polarisgamedesign.com
ALSO this toolkit for encouraging player stories (see surrounding thread) was brought to you by the hard work of @galaxykate.bsky.social @jfg.land @rainysector.bsky.social @emilyshort.bsky.social @tanyaxshort.bsky.social, with special thanks to @catacalypto.bsky.social and @bravemule.bsky.social 😍🤩
polarisgamedesign.com
Tool 3: Acknowledgements

(Devtime) Players want to feel seen! Whether it's ye olde achievements or elaborate scripting (Ex: Facade), figure out how the game can say "yes, and" / "yes, but" to the player's expressions, reflecting them, even if you can't be sure of what exactly they're trying to do.
polarisgamedesign.com
Tool 2: Lacunae.

(Devtime) Intentionally leave gaps in the lore, encouraging 'reparative play', where players bring their own personalization to explain the details.

Ex: Boyfriend Dungeon devs didn't answer all questions about weapon-transformation, to make room for fan & community explanations
polarisgamedesign.com
Tool 1: Define an Expressive Range.

(Devtime) Set expectations about what stories look like "here", to help players accurately imagine what KINDS of stories they might tell, and how those stories might be unique.

EX: Sea of Thieves leans into various archetypes, aiding in player pirate stories.
polarisgamedesign.com
First, these designers found 3 major phases of a player story lifecycle:
- devtime (while making the game)
- playtime (while the player plays)
- sharetime (after playing, players tell their story)

These tools come into play or show their results at different points in the "pipeline". Let's dive in!
polarisgamedesign.com
Designers talk a lot abt the stories they want to tell through games. But what about the PLAYER's story? How can we empower players to tell THEIR unique play story to each other?

Let's amp up the "tellability"! Here's 7 design tools for player stories: polarisgamedesign.com/2022/a-toolk... (thread)
polarisgamedesign.com
Welcome, new followers! We're a group of game designers trying to push our craft forward through deep thought, collaboration, and open minds. We think, we chat, we write, we experiment.

How do YOU explore and improve as a game designer, besides making games? (Reposts welcome)
polarisgamedesign.com
Here's a few other examples visualizations for different PAUSEs... can you guess which are for what? Afterwards, check the paper and learn more! Spreadsheets are great, but it's just one tool in the toolbox.

polarisgamedesign.com/2022/when-sp...
Many boxes arranged in a grid according to color and content Silhouette of different objects in profile, arranged by height Armor sets drop rate distribution explainer with pie charts Graphic design pasted on a screenshot with simple mockup of interface
polarisgamedesign.com
Purpose: relating to the rest of the game
Audience: dev team
Use: consulted periodically, kept up to date
Scope: complete mechanically, not content
Emphasis: emphasize effort of connections between systems

Maybe we'd make this!
polarisgamedesign.com
If I were to viz a crafting system in a survival game, for my team... should we use

a spreadsheet of items?
a diagram of the game loop?
a state diagram of inputs?
a node diagram of recipes?
a filterable graph of items v costs?

Hmm. WELL. Let's think about the PAUSE!
polarisgamedesign.com
5. Emphasis: Which aspects are most important?

Direct attention to the MOST important parts, building on your understanding of audience, usage, and scope to refine focus and highlight relationships in the systems.

Great, so you've PAUSEd... now how about an example?
polarisgamedesign.com
4. Scope: What is the MINIMUM amount of info you need to share?

Like anything, priorities help here, to reach the simplest version quickly and maintain focus. Sometimes it's more important to be complete/accurate, but sometimes it's more important to be quickly digested and streamlined.
polarisgamedesign.com
Let's take a quick author break! This report was written by @apepers.bsky.social @ichiro.bsky.social @osamadorias.bsky.social Crystin Cox, Melissa Ramsden, Michael Austin, and Brent Ellison at our 2022 retreat. Follow them for further design insights~

OK back to the paper on System Visualization!
polarisgamedesign.com
3. Usage: how will it be used?

Is it always going to be explained by you directly, or will it live on a wiki or will it appear externally in marketing materials without context? Will you need to keep it to date? Should it be interactive? How far away will viewers be? How much time do they have?
polarisgamedesign.com
2. Audience: WHO is your audience?

Depending on the experiences and expertise of who the visualization is for (you? programmers? artists? investors? testers? players?), different visualizations should come into play, for comfort, accessibility, or just comprehensibility.
polarisgamedesign.com
So before you dive into assuming you want a spreadsheet or flow chart, first ask yourself about the...

Purpose: WHY are you creating this?

Are you helping communicate? Plan? Iterate? Analyze? Each has its own ideal visualization. Balancing an economy needs different viz than creative direction.