Video summary

A Systemic Approach to Systemic Design - Mike Sellers

Main summary

Key takeaways

Educational

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:

  1. Parts
  2. Loops
  3. 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)

Original video