A Comprehensive Game Design Methodology
From First Ideas to Spectacular Pitches and Proposals

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However, you can also buy the Ludotronics PDF edition
for an unreasonably moderate price at DriveThruRPG.
Learn here about the five excellent reasons to do so!

Why DriveThruRPG? It’s the largest tabletop RPG download store and you’ll probably end up buying much more than just your copy of Ludotronics. Which would benefit all game designers!

Why not Amazon? Ludotronics isn’t well-suited for the Kindle format. And at €14.99, Amazon’s cut amounts to €9.75. Well, no.

More to read: My papers at Research Gate, my blogs at between drafts and just drafts.

Phase 03
Welcome to the Procedure Phase!

Preparation Phase Introduction


The idea of employing both a theme and design goals to create great video games is anything but new. In 1982, in The Art of Computer Game Design, Chris Crawford goes out of his way to stress the importance of both “topic” and “goal” to “establish the fantasies that the game will support and the types of emotions it will engender.” This illustrates very well the key aspects of what we will call “theme,” “design-driven goal,” and “desire-driven goal” in Ludotronics parlance.

This phase will lead you to the upper, or northern, part of the Ludotronics map, to the perimeter labeled Thematic Unity. It will introduce you to the principle and the importance of establishing thematic unity and a holistic goal. From there, it will guide you through the procedures of developing three things that will support design decisions later in the Process phase: your theme and related motifs; your design-driven goal that corresponds to your synopsis; and your desire-driven goal that corresponds to your vision statement.