Video summary
A Systemic Approach to Systemic Design - Mike Sellers
Main summary
Key takeaways
Main ideas / lessons
- Games are systems. A game consists of multiple interacting systems (combat, economy, movement, etc.), and players build mental models of how those systems work.
- Player understanding drives engagement.
- If a player’s mental model mostly matches the system, they feel they “get it,” leading to engagement and fun.
- If it doesn’t match, players feel violations of expectations, and the game becomes less fun.
- Systems-thinking helps designers be intentional. While auto/pilot “tacit” systems use is common, designers benefit from defining systems more explicitly to create more meaningful, engaging, longer-lasting games.
- Why “systems” is hard to use well: the term is vague, and related terms (e.g., dynamics, emergence, complexity) are often used loosely. Better definitions lead to better design.
- Systems are not just collections of parts—relationships matter. People often notice “things” but miss relationships. Similarly, a system’s “thingness” (e.g., a Conway’s Game of Life glider) emerges from lower-level rules.
Key systemic properties
- Parts: components with internal state (attributes) and behaviors (ways to interact).
- Organization / hierarchy: subsystems exist inside larger systems (“parts within parts”).
- Feedback loops: interactions between parts create nonlinear outcomes.
- Reinforcing loops (e.g., Monopoly): success accelerates success (rich get richer).
- Balancing loops: growth is limited and self-regulating (limits to growth).
- Many patterns create unintended consequences, runaways, and resource depletion dynamics.
- Emergence: higher-level properties appear that aren’t obvious when looking only at individual lower-level parts.
- Distributed organized behavior: no single “leader” produces system-level order (examples: termite mounds, flocking, hurricanes, neural-like paths).
Meaning arises at a higher level
- In games, meaning is not just “sword does 6 damage.”
- Meaning comes from the game system + player, where interactions produce a lived experience.
- Even when designers don’t intend it, players will create their own meanings anyway (example: The Sims stories players generated that weren’t explicitly “written” into the game).
Methodology / framework presented: “Parts → Loops → Holes”
The proposal reframes common game design frameworks (e.g., Mechanics/Dynamics/Aesthetics and Function/Behavior/Structure) into a systemic approach using:
- Parts
- Loops
- Holes (the player-facing experience where meaning emerges)
1) Parts (nouns/verbs; internal state + behaviors)
- Define game objects/components (“nouns and verbs”).
- Each part must have:
- Internal state (attributes), analogous to programming object properties (e.g., HP, speed).
- Behaviors enabling interactions with other parts.
- Parts must be designed so their interactions can generate emergent effects (not just isolated actions).
- Practical requirement: parts should be implementable (e.g., reducible to a spreadsheet or otherwise concretely specified).
Interaction design at this level
- Use feedback loops that arise from how parts interact.
- Include complementary roles (e.g., tank/DPS/CC archetypes).
- Consider balancing strategies like “rock-paper-scissors” style interactions:
- Classic perfect imbalance: any pair is imbalanced, but the whole system is balanced.
- Games may expand this concept (e.g., rock-paper-lizard-Spock variants) to achieve balance via emergence.
- Avoid atomistic designs:
- Too much “everything deals damage” can remove meaningful interactions and kill systemic behavior.
2) Loops (how parts influence each other over time)
- Loops are the system-level interaction patterns created by part interactions.
- Nonlinear outcomes emphasized through:
- Reinforcing vs balancing loops
- Unintended consequence loops (solution creates delayed new problems)
- Runaways / rich get richer
- Tragedy of the commons (individual success consumes a shared resource)
“Complex” vs “complicated” distinction
- Complicated (serialized, cause → B → cause → C → …) is less interesting.
- Complex tends toward cyclic/nonlinear interdependence (A affects B affects C affects A), producing more interesting outcomes and emergence.
Design checks at the loop level
- Ensure adequate feedback so complex behavior can form.
- Verify the system doesn’t break if the player does “one wrong thing.”
- Ensure the player can make meaningful decisions (otherwise it isn’t a true game).
3) Holes (the player experience; meaning and learning)
- “Holes” represent what the player thinks, feels, learns, and ultimately how meaning forms.
- Meaning is emergent from the game system + the player (both are subsystems in the larger system).
- Players create meaning whether or not designers intend it, so designers should:
- provide consistent systems that support the kind of experience/meaning they want,
- while accepting players may reinterpret meaning.
Design checks at the hole level
- Is the experience cohesive, or “hodg-podgy”?
- Does the game have a “heart” (meaning), e.g.:
- small meaning pulses (Tetris stacking)
- larger narrative/cosmic meaning (Portal Companion Cube/Portal challenges)
- The argument: games can have varying depth of meaning, but they must maintain:
- consistent systems
- consistent mental models
- consistent meaning within context
Practical checkpoints (student/designer “systemic design” questions)
Parts checklist
- Have you defined the parts?
- Do you know the hierarchy: parts within parts within parts?
- Have you specified each part’s:
- internal state (attributes)
- behaviors
- attributes needed for interaction
- Are the parts implementable (not just “hand-wavy”)?
- Do parts have reasons/methods to interact to create significant effects?
- Are interactions more than just damage?
- Are parts reasonably balanced/complementary?
- Avoid cases where one part/weapon beats everything (extreme imbalance).
- Is there an intentional balance approach?
- perfect imbalance (whole balance produced by internal imbalance), or another method?
Loops checklist
- Do you have adequate feedback among loops to produce complex behavior?
- Does your system create a space/path for player actions (not just scripted steps)?
- Is it resilient when players act differently or make mistakes?
- Do players have meaningful decisions driven by loop behavior?
Holes checklist
- Is the player’s experience cohesive?
- Does it match what the designer intended, supported by the underlying parts + loops?
- Ultimately: does the experience have meaning to the player (“heart”)?
Why systemic design is rare (constraints / risks)
- It’s riskier than one-off content:
- one-off content is cheaper and more predictable initially, but brittle and non-reusable.
- Systems are hard to see while being built:
- they don’t “look like much” until near completion, making iteration necessary.
- Requires tolerance for failure and time/organizational support.
- “Backside of a magic trick” effect:
- once the designer understands the system, it stops feeling like magic to them,
- but players may still experience it as emergent wonder.
Claimed benefits
- More cohesive, deep design
- More engaging gameplay and immersion
- More endless replayability via recombination of systemic parts
- Avoidance of expensive static content pipelines
- Longer engagement → potentially more business success
- Broader value: systemic thinking improves how people understand systems beyond games (21st-century importance)
Sources / speakers featured (at end)
- Mike Sellers (speaker; professor of practice in game design)
- Isaac Newton (gravity and system of the world; derived gravitational equation)
- Gottfried Wilhelm Leibniz / Isaac Newton context: (the subtitle credits Hal’s data; likely referring to Halley; unclear from subtitles)
- John H. Holland / Alexander (John) Nesbet / John N. Holland (emergence definition attributed to Holland; subtitle text is messy)
- Sten Conway → John Conway (Conway’s Game of Life)
- John Nesbitt (possibly mis-subtitled; only John Holland is clearly used for the emergence definition)
- Paul S. → Paul Stefan (cited as a designer with a systems-design metaphor: turn a spreadsheet into a game and back)
- Marti / Paul Stefan (as above; name unclear in subtitles)
Examples referenced (works/systems, not speakers)
- Conway’s Game of Life (glider)
- Monopoly (reinforcing loop example)
- Limits to Growth (balancing loop concept)
- Dwarf Fortress and EVE Online (opaque learning wall examples)
- Rampart (arcade game example)
- The Sims and The Sims 2 (player-generated stories example)
- Candy Crush (meaning within context)
- Portal and Tetris (meaning examples)
- Termite mounds, hurricanes, murmurations of starlings (distributed behavior examples)
- Las Vegas (runaway / rich-get-richer example)
- British “cobra heads” story (unintended consequences historical anecdote)