GamePillars


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Game Pillar

When we want to create a game and we start thinking about how it is going to be designed, the first step we need to take is to establish some parameters that delimit and guide the design and production process. These parameters are known as Game Pillars and, as the name suggests, they are the foundation of a game. As designers, we will work with the Pillars as a filter to know if a mechanic/idea will fit well in our game or, on the contrary, will spoil it.

In conclusion, we can define Game Pillars as a list of 3 to 5 key concepts (such as gameplay and dynamics, emotions/feelings, genre/theme/mechanics or art direction) that we want our game to explore and build upon.

pillar

Why we need the Pillars?

Some may wonder why they have to limit their games to 3 or 5 specific things instead of making a super game that does so many amazing things.

The reason is to keep the game consistent. If you try to do everything in one game, players may get lost or you won’t be able to deliver all these elements/emotions on a high level.

The Game Pillars also help the rest of the development team understand what the designer wants to do and express with the game.

Unique Selling Point

It may seem to people that game pillars are basically the same as Unique Selling Points, but they don’t encompass exactly the same things.

A Unique Selling Point (USP) is the essence of what makes your product or service better than the competition, and a pillar is a set of features that will be given special attention during the development of the game.

Obviously, all your Unique Selling Points will be pillars, but a pillar is not necessarily a USP.

Examples

Now that we know what Game Pillars are let’s see some examples:

The Last of Us

theLastOfUs

The Legend of Zelda: Breath of the Wild

Botw

The Binding of Isaac

isaac

Lost Ark

lostArk

Paradox

Also, there are some studios that have their own’s Game Pillars for all their videogames. Paradox Interactive is an example: paradox

Establishing the Game Pillars

The process of defining a core Game Pillars is not difficult, but we need to have it very clear.

The basics

Bartle

The process

  1. Choosing a target: the first thing we need is to know in what kind of player will base our game, if we will attack a casual target or a competitive one, if we want to make a game for killers or for achievers. A way to classify the kind of players is using the Bartle taxonomy.
  2. Brainstorming: doing brainstorming session with all the team is a good way (the best) to start establishing what we want to do with the game. The advantage of this approach is that everyone understands and buys into the chosen pillars because they had a say in creating them. The downside is that this process can take time, with potentially conflicting ideas needing to be whittled down until an agreement is reached.
  3. Filter the ideas: once we have the ideas on the table, we need to chose the good one’s and discard the bad ones. Actually there are no bad ideas, but we need to choose these ones that are accessible to do it with the resources we have, fit better with our game target and have more synergies between the other chosen ideas.
  4. Be original: there is an existing game that has ALL your game pillars?

brainstorming

Identifying bad Game Pillars

Using the Game Pillars

Once we have defined the Game pillars, as I said in the beginning, we will use them as a filter to know if an idea will spoil the game. We have to ask ourselves:

Does this mechanic/idea serve or fit into the pillars of our game? If the answer is ‘No’ then it may be best to remove this mechanic

discardIdea

Summary

In conclusion, Game Pillars are concepts that we define before start making the game. We will have these concepts present in the rest of the game development to help us make accurate decisions and avoiding fails, informing us of the global game design.

Documentation

This page have been mainly based on the Max Pears article: Design Pillars – The Core of Your Game. You can check it out here

More documentation:

The Acagamic - Communication and Game Design Documents

Raspberry Pi - How pillars and triangles can focus your game design

Game Dev Underground - Game Design Document Template – One Page + Super Easy

Technical Game Design - Pillars

Examples of game pillars (reddit post)

Oriol de Dios - Game Design Pillars

Paradox Interactive - Game Pilars

ThursDev: Game Design Pillars - Better design through definition and restriction

About me

This page has been written by David Benages, student of Videogame Design and Development in CITM of UPC. This content is generated for the second year’s subject Project 2.