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Characteristics of Games

by George Skaff Elias, Richard Garfield and K. Robert Gutschera

Defines measurable axes for comparing any game — player count, length, luck versus skill, rules overhead, reward-to-effort ratio — and applies them across board games, card games, video games and sports to show what each genre teaches the others. The most direct fit for 'evaluate the structural elements that make games successful' — it is literally a taxonomy of the dimensions along which games differ, written by people who shipped the games.

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Also charted under:Game Mechanics Design

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Game Developer

Trade publication, formerly Gamasutra, publishing postmortems, design deep-dives, and technical breakdowns written by working developers. Reading it regularly gives designers concrete accounts of how shipped games solved mechanics, economy, and production problems.

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Esports Earnings

Esports Earnings is a searchable database that tracks prize money and earnings for esports players, teams, and events across major games. It provides up-to-date tournament results, prize pools, and historical earnings data to analyze income trends in competitive gaming.

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The Art of Game Design: A Book of Lenses

Presents design as a set of over a hundred lenses, focused questions about players, mechanics, story, and aesthetics, that a designer applies to interrogate a game in progress and find what is actually wrong with it.

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Game Studies

Open-access, peer-reviewed academic journal publishing research on computer games since 2001. Articles apply humanities and social-science methods to game aesthetics, narrative, rules, and player culture, helping readers follow scholarly debates and build rigorous critical analyses of specific games.

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Designer Notes

Soren Johnson interviews designers across whole careers — Sid Meier, Amy Hennig, Zach Barth, Patrice Desilets — digging into why specific mechanics shipped or were cut. Multi-hour episodes, effectively a primary-source oral history of design decisions. Supplies primary testimony on how design decisions were actually made rather than a framework for reading finished games.

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Game Maker's Toolkit

Mark Brown dissects shipped games one design problem at a time. The Boss Keys series maps Zelda dungeon topology as graphs; other episodes cover difficulty curves, accessibility and level design. Structured argument over gameplay footage, not reaction commentary.

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