Towards a Cybernetic Game Design Framework
DOI:
https://doi.org/10.26913/ava22509Keywords:
Game Design, Game Design Frameworks, Game Development, Design Cybernetics, Design Frameworks, Player Experience, Interaction Design, EmergenceAbstract
Established game design frameworks, often adapted from linear engineering disciplines, are fundamentally misaligned with the non-linear, unpredictable, and collaborative reality of game development. This paper diagnoses this misalignment by framing game design as a "wicked problem," a class of challenges that resist traditional, top-down planning. It argues that a more robust foundation can be found in the principles of second-order cybernetics. The paper's contribution is not a rigid new framework, but a foundational rubric of five core principles intended to guide the creation of future design tools. These principles: Systemic Legibility, Emergence Cultivation, Conversational Framing, Authorial Intent as a First-Class Constraint, and Designing for the Player-as-System. Aimed at changing the conceptual understanding of a designer's role from a director of experience to a cultivator of a possibility space. By introducing design concepts rooted in cybernetics and systems thinking, this paper lays the theoretical groundwork for tools that can better support the discovery-driven and emergent nature of game design.
Additional Files
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Aleksandr Polin

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
AVANT