Tools

Breaking the Game

Understand what your game actually allows its players.

WHY USE THIS?
While your game might be designed for a specific form of play, players often divert from your intentions. They too are human after all. To get a grip on unexpected and potentially unwanted player behaviour, this tool helps you to locate divergent player urges. Sometimes, these urges might lead to players breaking the game, enabling you to build a more stable prototype. Other times, they unveil interesting dynamics that you as a designer can further build upon.

HOW TO TEST?

  1. Decide what part of the game you want to test (a level, a scene, the introduction of a mechanic, part of its interface, etc.).
  2. Describe for yourself what is asked from the player in that segment. What does it need the player to do in order to progress?
  3. Ask the player to transgress from the game’s expectations and verbalise her own motifs. This can range from alternative approaches to a goal to ignoring the goal entirely and playing freely with a game’s components.
  4. Make notes of behaviour that can end up being problematic – or inspiring – for further progression.
  5. Analyze your findings. What needs to be changed in order to get the desired outcome?

NOTE
Every player is different, it is advised to do multiple playtestings with multiple players.

REFERENCES
Instrumental and Transgressive Play (René Glas & Jasper van Vugth)