Showing posts with label gamedev. Show all posts
Showing posts with label gamedev. Show all posts

Wednesday, 4 February 2026

Tick-tock-tock game design

Let's talk a bit about prototyping, i.e., creating the foundation of a game as the first step before iterating on the design.

I sometimes use a specific approach for this, which I call "tick-tock-tock game design".

The name (as opposed to tick-tock-tick-tock) is meant to evoke simplicity and granularity, procedurality and semi-predictability, and deliberate avoidance of symmetry. Specifically, tick-tock-tock game design is

  • Minimalist: The game's complexity emerges from a small set of simple, interconnected processes and abstractions acting on each other. Additional complexity may be introduced creatively by the player. For example: The game has two stats and two actions, and the gameplay state is limited to a set of five possibilities plus some numbers.
  • Clockwork: There is a core gameplay loop, precisely described, which you don't deviate from. The loop's particulars almost certainly involve randomness and player choice, but in general Z follows Y follows X. For example: The game is an escalating series of four-stage cycles where you ante up, make a bet, apply the consequences, then raise the stakes.
  • Asymmetric: Although minimalism + clockwork permits a very high level of symmetry and regularity in principle, the game deliberately leans in the other direction. For example: The game has four stats, but they aren't equally important. The game has four actions with the same magnitude of effect, but one is only situationally useful, and another one has a cost.

This combination can be a potent one for engaging play.

I'll give a few examples from my current game project, Overzealous.

This is a solo TTRPG where you (an outsider god) want to be summoned into reality, but you're mismatched with a cartoonishly bloodthirsty cult who keep getting distracted by their own horrible havoc.

Poster titled Overzealous. The letterforms are superimposed on silhouettes of cultists. An abstract humanoid form looms over fire and candles. Text reads: A band of fanatical cultists. A vexed would-be divinity. Too many gleeful stabbings. Will they complete the ritual? Will they break open reality? Your cult has no chill!!!
Poster by me. Art credits: Evlyn Moreau. Gordy Higgins. Adobe Stock. Lorc, CC-BY (https://creativecommons.org/licenses/by/3.0/), modified.

 

Overzealous is Minimalist. There are five stats. The two 'good stats' are Cultists and Imminence. The three 'bad stats' are Fervour, Divergence, and Monstrosity. You want to get your good stats high and keep your bad stats from creeping up too fast.

All the game's additional mechanics (random weekly events, the actions an outsider god can take, ongoing problems like your cultists turning into cannibals, etc) revolve around these essentials. It is very easy to understand the fundamentals and everything hinging off them aids further comprehension.

Overzealous is Clockwork. Stats matter at the values 0 and 13 (as starting points, points where you win or lose, etc). Stats change iteratively, each turn, with a random factor. The actions available to you have precisely specified outcomes.

After setting up, play proceeds in a tight game loop in which a turn begins, developments happen, actions are chosen, random events are rolled, and consequences are suffered. The loop only ends in a victory or a loss, with a little extra gameplay associated with either, much of the complexity of which is driven by player creativity.

Overzealous is Asymmetric. You want 13 Cultists and 13 Imminence so that you can win, but you need more Cultists than that if your cult has too many heretical ideas. Also, having high Cultists increases the rate of increase in all your other stats.

Fervour, Divergence, and Monstrosity are all bad, but Divergence is the worst because it can passively make it harder to win the game. All three stats can make you lose the game if they reach 13, but Fervour and Divergence matter more before that because they result in worse effects from the random rolls you make for cult shenanigans.

Ongoing problems in your cult can cause stat penalties over time, and there are 25 possible combinations for this, but in practise you only face a subset of ten problems the cult can bring upon themselves, with stat penalties appropriate to the nature of those problems. There's a wide variety of actions that you can choose between to trade off your stats, but they don't all have quite the same expected value or magnitude of effect, some are random, and some effects you might want aren't encoded as actions.

Why tick-tock-tock game design?

Minimalist and clockwork approaches are easy to learn and play and well suited to casual and solo gaming. The flip side is that they can be boring, and the kind of complexity they create can be limited in various ways, such as predictability or lack of verisimilitude.

But small deviations from a pattern feel meaningful (whereas pure unpredictable randomness circles all the way around to pablum).

To put it another way, wielding asymmetry means setting up expectations – the player can envisage a huge gleaming clockwork machine built on these simple bones, a game where a player is barely needed because everything proceeds in so orderly a fashion – and then subverting them. Having things go in different directions. Hiding better solutions amidst worse ones. Presenting a damaged machine to play with. Making things messier and more interesting in the process.

The earlier the better

I think it's best to bake this sort of thing in at the prototyping stage, where it will necessarily affect the end result, rather than try to get it right in later stages of design.

Accidental symmetries are possible, and in my experience if you're not careful when you are designing to thread the needle between symmetrical and chaotic, you can end up e.g. creating trap choices or areas of game-space which never get reached because the better path is so obvious.

This is all part of the game design vision where you avoid having equilibrium states or necessary actions or unavoidable penalties or slow death spirals. Early in the design of Overzealous I switched from ongoing problems causing a stat change of 1 to a 50% chance of a stat change of 2. It should be obvious why. It's less fun to just go around in circles, tick tock tick tock tick tock.

 

Update: Overzealous is now available!

Available at itch!
Available at DriveThruRPG!

Saturday, 4 October 2025

Smooth vs Chunky game design

Sometimes it helps to look at game design through the "Smooth or Chunky" lens. What do these terms mean? Well, they encapsulate certain vibes. They occupy the middle ground between game mechanics and game feel.

🥛🥛🥛 Smooth is

  • small numbers changing incrementally
  • things being at the same level
  • player-facing subsystems with modest game impact (say, situational dice roll modifiers)
  • overloaded dice rolls with small results
  • rounded probability curves like 4d6
  • anything pre-planned
  • predictable consequences, with randomness used as a spice

Smooth is like gradient descent and intricate clockwork and elegant flowcharts. Typical Smooth design elements are sensible, explicable, predictable, fine-grained, subtle, simulationist, world-associated, and introduce enough complexity as they need to be internally coherent.

🥜🥜🥜 Chunky is

  • one dice that does everything
  • flat high-variance probability curves (say, a 1d100 roll)
  • one number that represents a bunch of things
  • rollercoaster rides of remarkable successes and sudden catastrophes
  • randomness underpinning creative direction
  • huge sudden changes to big important things
  • hefty modifiers 
  • random tables

Chunky is like high stakes roulette wheels and staccato noises and refusing to erase anything. Typical Chunky design elements are simple, wide-reaching, experimental, flashy, coarse-grained, gamist, surprising, central, and do as much as possible with one thing.

Now in game design, unlike with peanut butter, neither one is clearly better than the other. It's situational.

Case study 1

I'm working on a RPG called Overzealous. In this game, you're a well-meaning elder god but your cultists are the typical bloodthirsty crazed zealots. This sets up the tension. You need to become manifest in the world before your cult tears itself apart with ridiculous behaviour.

Early conceptualisation had Overzealous revolve around large random tables, with most of the consequences falling out of those. This played fast but felt random. And it meant that I couldn't model persistent problems, like your cultists getting bored and summoning a bunch of monsters that then hung around, or continuous schisms in your cult leading to further attrition and outrage.

I Smoothed out this Chunkiness by expanding two numerically-tracked stats to five, and adding a granular subsystem for acquiring ongoing "problems" which took trade-offs to solve. The gameplay became a lot richer!

Cult-related symbols for the five stats. For example, Fervour is represented by a happy cultist with a dagger. Art partially adapted from work by Lorc, CC-BY 3.0

Case study 2

After these changes to Overzealous, you have three "bad" stats (Fervour, Divergence, and Monstrosity) which you want to keep a lid on and two "good" stats (Imminence, Cultists) which you need to get high enough that your cult can perform a ritual to bring you into reality.

In the draft version after the Smooth changes, if a bad stat exceeded 20, it's game over. The bad stats crept up slowly through various mechanisms, all at about the same pace. This increase was slightly faster than you could deal with, which you generally attempted to do by sacrificing positive stats, setting yourself back. That's Smooth design! The intention was that the player needed to find and pursue a good strategy to secure a win before a loss became inevitable.

In practise, though, my introduction of this much Smoothness created two issues. Because the changes were small and fairly predictable,

  1. A skilled player could find one obviously optimal strategy, and didn't have to deviate much from that strategy for random events. This reduced gameplay scope.
  2. If through poor luck, lack of experience, or exploring other options, the player's negative stats got too high, there was a tipping point where it was obvious that a loss was inevitable... but it took a long time to lose the game.

To deal with this, I eased up on the Smooth pedal and re-introduced some Chunky. I had stats go to 13 instead of 20, took out some of the cases where multiple stats all change by 1, and doubled down on cases where a single stat change by 2 or 3. Also, the ongoing problems that beset your cult (like cannibalism, diabolism, and schisms) only have a chance to come into play each turn, but are more impactful when they do.

And these tweaks got me exactly the gameplay experience I wanted for Overzealous! There's no longer one clear strategy to follow, as the feeling is more one of running around putting out fires. Now the player is tempted to push things, to e.g. just spend one more turn scrambling towards completing the ritual when their Fervour has crested 10, because the end's in sight, knowing that a couple of bad rolls might be their downfall.

New words to use

Was I thinking about Smooth vs Chunky throughout this design process? Not exactly, but I was certainly aware of what was going on with the overall vibes, and now that I've constructed this jargon to talk about it, I suspect I'll be thinking in those terms in the future.

With gameplay pretty much where I want it, I'm ready to get the visual design finished!

Little cartoon cultist holding bowl. Art by Gordy H.

Anyway, that is the age-old "Smooth vs Chunky" dichotomy, brought to you by peanut butter on toast.

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