| name | design-lenses |
| description | Structured game-design critique: review a game through Schell's design lenses, Wright's systems-and-emergence lenses, and the MDA framework, producing severity-ranked findings with concrete fixes. Use when the user asks 'is my game fun?', 'review my game design', 'why is it boring?', 'critique this game', 'what's missing?', 'how do I make it better?' (design-level, not bug-level), or before shipping as a design QA pass. For feel/juice tuning go to game-feel; for bugs use code review. |
Design lens review
A lens is a viewpoint plus questions, not a rule (Schell). This skill runs a
battery of lenses against a game and outputs findings an agent can implement.
The defining failure of prompt-built games: mechanically correct, sensorially
and emotionally dead. The lenses find where.
Procedure
- Play first, cold. Load like a first-time visitor. Record: time to
first input, time to first win/lose feedback, what you understood without
instructions, where you got bored. Play twice — once naive, once trying to
break it (spam inputs, resize, lose on purpose, idle).
- Write the MDA sentence: "This game wants the player to feel X via
dynamic Y produced by mechanics Z." Can't write it? That's finding #1 —
no essential experience. Then write the loop contract: "player does
[verb] to achieve [objective] while [pressure] creates risk; success →
[reward], failure → [cost/retry]". Any bracket you can't fill is a
finding too.
- Run the rejection gates (below). Each failed gate is an automatic
blocker — no lens needed.
- Pick 8–12 lenses. Always: Essential Experience, Fun, Feedback,
Juiciness, Accessibility. Add by genre (Skill vs Chance for arcade,
Curiosity for puzzle, the Toy for sandbox/physics).
- Answer with evidence — a timestamp, a code path, a missing sound —
never vibes.
- Severity:
blocker (player quits or never understands), major
(understood but flat), minor (polish), idea (opportunity).
- Findings as lens → evidence → fix, fixes concrete ("80ms hit-stop +
4px shake on collision", not "juicier"). Order: blockers, then cheapest
major wins (audio + shake + score popups = highest fun-per-line).
- Re-play after fixes, re-asking only the failed lenses and gates.
Rejection gates
Binary go/no-go tests, self-applied in active play before claiming a game is
fun. Any "true" = automatic blocker; fix or iterate before polishing:
- The first 30 seconds lack a real decision.
- The player can ignore the main mechanic and still progress.
- The objective is unclear without reading source code or instructions.
- Failure arrives before the player can understand why.
- Challenge is only "more things", never better combinations.
- Rewards change nothing — not strategy, score, progression, or feel.
- The space is decorative and shapes no decisions.
- The game is fun only in the designer's explanation, not in active play.
The lens battery
(All lenses Schell unless noted; questions paraphrased. "Smell" = the
browser-game failure mode.)
Experience
- Essential Experience — what experience should this create; does every
system serve it? Smell: a feature list, not a game about something.
- Emotion — what should the player feel; what's the arc of a 60s session?
Smell: second 10 feels identical to second 100; death has no sting.
- Fun — which parts are fun in themselves? Is failure fun? Smell: the
core verb is a chore — in a 2-minute game the verb IS the game.
- Surprise — what subverts expectation; rare events, escalation beats?
Smell: run two has seen 100% of the content.
- Curiosity — what questions live in the player's mind ("what's at 100
points?")? Smell: nothing teased, no visible next milestone.
- The Toy — strip the goals: is it fun to merely fiddle with? Smell:
movement functional but dead; nobody would touch it without a score.
- Pleasure (pairs with MDA aesthetics) — which pleasures exist
(sensation, anticipation, triumph, destruction); which genre-expected ones
are missing? Smell: mono-pleasure; no audio at all is the #1 gap.
Systems & emergence (Wright — SimCity/Sims/Spore school)
- Possibility Space — would ten players produce ten different outcomes,
or is this a corridor wearing a game's clothes? Smell: every run identical
by design, not just by lack of content.
- Story Generator — can a player recount a session story the designer
never wrote? Systems should manufacture anecdotes. Smell: only authored
moments are memorable.
- Indirect Control — is the player a gardener (shaping conditions, the
system answers back) or a typist (commanding outcomes directly)? Smell:
total control, zero surprise — data entry with a skin.
- Compression — does every simulated variable change a decision the
player actually makes? A sim is a caricature: model what generates choices,
fake or cut the rest. Smell: simulation detail nobody's choices touch.
- Investment — has the player made/named/shaped something they'd be sad
to lose, and is it then put at risk? Creative investment manufactures
stakes for free. Smell: nothing on screen is "theirs".
Mechanics & structure
- Elemental Tetrad — mechanics, story/theme, aesthetics, tech: each
pulling weight, in harmony? Smell: solid mechanics in placeholder art, or
gorgeous art over a hollow loop.
- Unification — what's the theme; what fights it? Smell: prompt-collage
— pirate ship, neon UI, fantasy SFX, sci-fi enemies.
- Problem Solving — what problems does play pose; do new ones generate
each run? Smell: optimal strategy found in 30s, never changes.
- Goals — concrete, achievable, layered (next 5s / session / meta)?
Smell: "now what?" at spawn; one flat goal.
- Meaningful Choices — do choices matter; any dominant strategy? Smell:
three weapons, one strictly best; upgrades the player can't perceive.
- Simplicity/Complexity — emergent complexity from simple rules, or
rulebook bloat? Smell: six mechanics used once each. One verb deep beats
five shallow.
Balance & challenge
- Flow (after Csikszentmihalyi) — does challenge track growing skill?
Smell: difficulty is a constant, not a function of time/score.
- Challenge — right for a first-timer; can experts self-select harder
play? Smell: novice and expert get the identical experience.
- Skill vs Chance — does randomness create drama or injustice? Smell:
off-screen spawn deaths; or zero variance, every run identical.
- Reward — varied, well-timed, perceptible the instant earned? Smell:
points silently increment in a corner.
- Punishment — every failure fair and preventable; retry instant?
Smell: death → 3 clicks to retry. Target one keypress, <2s.
Feedback & feel
- Feedback — for every action, what does the game say back, how fast
(<100ms core verbs)? Status always glanceable? Smell: "did that work?"
moments.
- Juiciness (popularized by Jonasson/Purho) — cascading feedback from
minimal input; does it feel alive? Smell: linear motion, vanishing
sprites, silent UI. Hand findings to
game-feel.
- Visible Progress — advancement visible within a run and across runs?
Smell: no localStorage best score, no end-of-run stats, no replay hook.
Accessibility & context
- Accessibility — cold player sees how to begin in seconds, no manual?
Smell: wall-of-text instructions; first 5 seconds kill you while you hunt
for the keys.
- The Player — who actually plays this; designed for them or the
designer? Smell: twitch platformer aimed at casual link-clickers.
- The Venue — a browser tab: interruptible, sound-off default, resize,
touch AND keyboard, played at work. Smell: runs while tab is blurred,
audio never recovers post-gesture, breaks at non-16:9.
- Time — is session length right; natural stop/re-entry points? Smell:
runs that mathematically never end, or 8-second runs with no arc.
When a human tester is available
Self-play finds structure problems; only a human finds comprehension ones.
Protocol: watch live and silently — face and body language outweigh
verbal feedback. Never coach, hint, or rescue: 99% of players play
unsupervised, so every stumble is a design fault, not a player fault. ~5
testers per build is enough to surface the pattern; fix, then re-test with
fresh eyes. Good signs are behavioral: unprompted "one more run", retelling
what happened, asking "wait, what if I…".
MDA quick reference
Mechanics (authored rules) → Dynamics (runtime behavior) → Aesthetics (felt
emotion). Designers build M→A; players experience A→M — review from the
player's side. Eight aesthetics: Sensation, Fantasy, Narrative, Challenge,
Fellowship, Discovery, Expression, Submission. Trace every aesthetic failure
back to the mechanic causing it: "no tension (A) because no near-misses (D)
because hitboxes too forgiving and speed never ramps (M)" — that lands as an
implementable change.
Koster cross-check (A Theory of Fun): fun is pattern-learning; mastered
= boring. What is the player still learning at minute 1, 3, 5? "Nothing" by
minute 1 = no legs, regardless of polish.
Related skills: game-feel (implements Juiciness/Feedback findings),
onboarding (implements Accessibility/Flow findings), game-balance
(implements Choices/Reward findings), game-playbook (the build recipe).