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Polaris Game Design

@polarisgamedesign.com
764 followers 87 following 104 posts

Solving the toughest problems in game design. Mostly a yearly weekend retreat for professional game designers. polarisgamedesign.com

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Polaris Game Design @polarisgamedesign.com · 02/07/2026
Top 10 Influential Games on designer @nictringali.bsky.social : The Elder Scrolls 3: Morrowind Stuntman (2002, PS2) Star Wars: Knights of the Old Republic Sid Meier's Pirates! (2004) XCOM (2012) 80 Days (2014) Dwarf Fortress Hitman (2016) Caves of Qud My Summer Car Runnerup: Dune board game (1979)
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Polaris Game Design @polarisgamedesign.com · 22/04/2026
January 2026 :) enjoy! let us know when your thesis is done, especially if we can read a copy somehow
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Polaris Game Design @polarisgamedesign.com · 20/04/2026
Wanna think more deeply about game design? Here's some reports on the latest systems analyses from Polaris Design Retreat, from social psychological-safety design to mechanical comedy to loss, and beyond! polarisgamedesign.com/reports/
polarisgamedesign.com
Reports
REPORTS 2022 2023 2023 Understanding Systems Suspense Why is it fun to learn the rules of a videogame? Not just to play the game, but to learn it; to travel from the state of unknowing to knowing, to ...
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Liz England @lizardengland.bsky.social · 28/03/2026
I decided to map all my top "I should actually make this" side projects to figure out what they have in common and surprising no one the answer is "horror" and "narrative focused"
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Polaris Game Design @polarisgamedesign.com · 28/03/2026
Lucas Pope's @dukope.bsky.social top 10 influential games (unranked): Wizards & Warriors Dark Castle Out of this World / Another World Thief Digital: A Love Story Doom II: Hell on Earth Quake Shadowgate Flashback Goonies II The list of top influential games: polarisgamedesign.com/the-polaris-...
polarisgamedesign.com
The Polaris List
Polaris is a non-profit committed to improving and refining the art and craft of game design. In order to get a snapshot of current game design thinking and reference points, we wondered — what do wor...
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Polaris Game Design @polarisgamedesign.com · 25/03/2026
ICYMI, in December 2025, Polaris said Portal is the top influence on working senior game designers. A new article from @aftermath.site by @beewertheimer.com suggests Portal is often embedded canon at the training level for new designers 🤔 I wonder what a femme-designers-only list would look like!
polarisgamedesign.com
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Polaris Game Design @polarisgamedesign.com · 13/03/2026
If you're a Polaris alum, check the Discord! We've announced this year's dates, venue, and also are asking for folks to nominate new attendees.
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Julia Minamata @juliaminamata.bsky.social · 17/02/2026
February's gazette is out! 📰 @strangescaffold.bsky.social's Space Warlord Baby Trading Sim has launched, @polarisgamedesign.com papers are published, @play.date Community Awards nomination for Chance's Lucky Escape & Double Dragon Big box! www.thecrimsondiamond.com/CrimsonGazette89.html
Key art for Space Warlord Baby Trading Simulator, showing a giant alien baby that's glowing green being climbed all over by various strange alien baby traders.Screenshot of Polaris Game Design Retreat's website, showing the header and the logo, and the type "Rewriting the player contract: Legibility and trust in game development".Screenshot showing 2025 Playdate Community Awards nominees for the category of "adventure". The nominees are Wirewalk, Tiny Turnip, Chance's Lucky Escape, and Taria & Como.Photo I took of the Double Dragon PC big box that I bought from eBay. Shows Jimmy and Billy flexing their big sweaty biceps. The blond guy is holding a whip and the brunette guy is holding a knife. Some smaller figures are depicted, doing simultaneous jump-kicks at a standing guy.
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Polaris Game Design @polarisgamedesign.com · 15/02/2026
If you prefer your game design thoughts podcasts via Spotify, we're also there! Listen and learn at your leisure: open.spotify.com/show/5ewr7SE...
open.spotify.com
Spotify – Web Player
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Polaris Game Design @polarisgamedesign.com · 15/02/2026
The incredible @rainysector.bsky.social hosted a Polaris Design podcast with some attendees of Polaris 2025 -- have a listen to what some groups were thinking midway through the conference, and how they personally approach their paper topics: www.youtube.com/@PolarisDesi...
youtube.com
Polaris Design
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Megan @meganbeetle.bsky.social · 09/02/2026
I really liked this papers breakdown of virtual social interactions and the different needs and risks that should be considered. Great for game designers of course, and super interesting to think about as a community professional and digital anthropologist. polarisgamedesign.com/2025/toolkit...
polarisgamedesign.com
Toolkit for Cringe-Safe Social Interactions
What design elements provide permission for players to play together socially?
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 31/01/2026
A new cohort of my Designing Cities for Video Games game urbanism class will be starting this March. Will be also doing a live course presentation on February 25: www.eventbrite.com/e/designing-...
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Polaris Game Design @polarisgamedesign.com · 30/01/2026
"Rewriting the Player Contract" suggests 4 framings for managing high trust with your players: 1 - Tiered commitments (core pillars vs possibility spaces) 2 - Trust Reserves (over-deliver small promises) 3 - Provisional language 4 - Protect mysteries Read more: polarisgamedesign.com/2025/rewriti...
polarisgamedesign.com
Rewriting the Player Contract: Legibility and Trust in Game Development
Whether you mean to or not, as a game developer, you will find yourself embedded in contracts with your players, of both explicit and implicit varieties.
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 29/01/2026
So very happy to see the physical edition of Ex Novo 2nd ed. doing so well on Indie Press Revolution... www.indiepressrevolution.com/xcart/Ex-Nov...
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Strange Scaffold @strangescaffold.bsky.social · 29/01/2026
It's time to SHORT THAT BABY! 📈 Space Warlord Baby Trading Simulator is OUT NOW on Steam! PLUS even more campaigns and content coming out over the next weeks and months! 💚👽 store.steampowered.com/app/3642000/...
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Eric Ravenscraft @lordravenscraft.bsky.social · 27/01/2026
"dry bones comes from the Bible" oh okay yes I am reading every fucking word of this, let's go
Let's first look at one of the most iconic examples of reanimating skeletons in video games: Dry Bones. The undead Koopa Troopa was introduced to the Mario franchise all the way back in 1988's Super Mario Bros. 3 with the ability to reassemble himself after being stomped on. While this does not make Dry Bones the first regenerating skeleton in video game history, he is certainly one of the oldest, and we can learn a lot about the origins of the trope from him.

Dry Bones' name and regenerative abilities stem from the very first lore bible: the Bible. As detailed in Ezekiel 37:1-8, a prophecy called Vision of the Valley of Dry Bones reads:The hand of the LORD was upon me, and carried me out in the spirit of the LORD, and set me down in the midst of the valley which was full of bones, and caused me to pass by them round about: and, behold, there were very many in the open valley; and, lo, they were very dry. And he said unto me, Son of man, can these bones live? And I answered, O Lord GOD, thou knowest. Again he said unto me, Prophesy upon these bones, and say unto them, O ye dry bones, hear the word of the LORD. Thus saith the Lord GOD unto these bones; Behold, I will cause breath to enter into you, and ye shall live: and I will lay sinews upon you, and will bring up flesh upon you, and cover you with skin, and put breath in you, and ye shall live; and ye shall know that I am the LORD.

So I prophesied as I was commanded: and as I prophesied, there was a noise, and behold a shaking, and the bones came together, bone to his bone. (Ezekiel 37:1-8 KJV)
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Polaris Game Design @polarisgamedesign.com · 28/01/2026
In need of a bit of design inspiration today? How about playing some Game Poems? www.gamepoems.com Including work by @pippinbarr.bsky.social @gregoryaveryweir.bsky.social, curation by @agatawaszkiewicz.bsky.social @jordanmagnuson.bsky.social and more!
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Polaris Game Design @polarisgamedesign.com · 21/01/2026
It's the Polaris 2025 reports! They've come! They're here! It's a bumper crop of five, count'em FIVE papers! We got comedy, we got death, we got cringe, we got trust... something for the whole team. Piping hot game design knowledge and insight await: polarisgamedesign.com/reports/
Screenshot of the five 2025 Polaris reports, too small to comfortably read, with image previews of 2 flow charts, a sticky note collection, a game screenshot with text interface, and a geological pattern.
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Liz England @lizardengland.bsky.social · 22/01/2026
This year's Polaris game design papers are up and our group worked on Mechanical Comedy in Games, as in games where the comedy comes from players performing the jokes. Really pleased with what we learned (and glad I thought to pitch the topic). polarisgamedesign.com/2025/mechani...
polarisgamedesign.com
Mechanical Comedy In Games 🤡 😂
A framework for designing mechanical comedy
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Pam, Godkillingway v.2026, Patch "Even Eepier" @thedovetailor.bsky.social · 22/01/2026
I contributed to "Rewriting the Player Contract" 👀 Check all the papers out if you've the time. They're very very cool.
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Tanya X. Short @tanyaxshort.bsky.social · 22/01/2026
I worked with the irrepressible @jonremedios.bsky.social @tylermakesgames.bsky.social @rainysector.bsky.social @bravemule.bsky.social to write a paper on why permadeath (and other forms of loss in games) appeals, and what we lose when we try to paper over it with metaprogression. Check it out!
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Julia Minamata @juliaminamata.bsky.social · 21/01/2026
Hooray! 🎉 This year's ✨@polarisgamedesign.com✨ papers are live! I'm super pumped because I got attend the retreat last year and help write one. 😊 It's about trust and wonder. Check it out here: polarisgamedesign.com/2025/rewriti...
polarisgamedesign.com
Rewriting the Player Contract: Legibility and Trust in Game Development
Whether you mean to or not, as a game developer, you will find yourself embedded in contracts with your players, of both explicit and implicit varieties.
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Polaris Game Design @polarisgamedesign.com · 21/01/2026
It's the Polaris 2025 reports! They've come! They're here! It's a bumper crop of five, count'em FIVE papers! We got comedy, we got death, we got cringe, we got trust... something for the whole team. Piping hot game design knowledge and insight await: polarisgamedesign.com/reports/
Screenshot of the five 2025 Polaris reports, too small to comfortably read, with image previews of 2 flow charts, a sticky note collection, a game screenshot with text interface, and a geological pattern.
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Jon Remedios @jonremedios.bsky.social · 21/01/2026
The new reports from @polarisgamedesign.com went up today! I had the pleasure of attending this year and got to work with some pretty nifty people on a pretty nifty paper about loss and pain in video games. Fun stuff! polarisgamedesign.com/2025/embraci...
polarisgamedesign.com
Embracing Player Pain: Designing for Permanent Loss
Loss and death are important, some would say essential, parts of the human experience. It's something that we all must, in time, come to accept in our lives. Why is it so hard to accept in our games?
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Kait Tremblay (they/them) @kaittremblay.bsky.social · 21/01/2026
The @polarisgamedesign.com 2025 papers are up now! I had such a blast being a part of the working group on Mechanical Comedy in Games, which is our framework for talking about how players perform jokes as part of the available player verbs, mechanics, and systems
polarisgamedesign.com
Mechanical Comedy In Games 🤡 😂
A framework for designing mechanical comedy
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austin_walker @austinwalker.bsky.social · 20/01/2026
One year ago today, I released the ashcan of REALIS, my first TTRPG. Today, we've got a near-complete draft that's 50,000 words longer than the preview that so many of you checked out, with over 100 new pieces of art. Thanks to everyone who checked it out. And get ready for the KS later this year.
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Polaris Game Design @polarisgamedesign.com · 20/01/2026
Game designer @natloh.bsky.social Nat Loh's top 10 influential games (unranked): GTA 3 Megaman 2 The Legend of Zelda: BOTW The Legend of Zelda Star Control 2 Wolfenstein 3D Metal Gear Solid Lode Runner Civilization Shadow of the Colossus Runner-up: "Naruto [...] on Skylander ability ideation."
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Julia Minamata @juliaminamata.bsky.social · 18/01/2026
Happy Weekend! My tiny Over the Garden Wall adventure game has hit 10k plays on itch.io🎉! It's FREE to play juliaminamata.itch.io/otgw -- A nice way to spend a cozy half hour or so indoors. ❄️ There's also a walkthrough, no worries about getting stuck!
juliaminamata.itch.io
The Round-about Orchard: A tiny Over the Garden Wall game by JuliaMinamata
A two-room adventure game that takes about fifteen minutes to play
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Polaris Game Design @polarisgamedesign.com · 18/01/2026
Creative Director & Designer Michael Austin's 10 most influential games (unranked): Adventure Super Mario Brothers Legend of Zelda Oblivion Counter-Strike Assassin's Creed Stardew Valley Slay the Spire Civilization Satisfactory
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 16/01/2026
The influence of Ultima Online (by Raph Koster) www.raphkoster.com/2017/09/28/u...
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Polaris Game Design @polarisgamedesign.com · 16/01/2026
Ken Rolston's top 10 influential games (unranked): Little Inferno Civilization Baldur's Gate Myth II: Soulblighter Dragon's Dogma Daggerfall The Elder Scrolls III: Morrowind Lego Star Wars II: The Original Trilogy Card Hunter Call of Duty Honorable Mention: Tunnels and Trolls tabletop rpg
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Polaris Game Design @polarisgamedesign.com · 13/01/2026
Menzel remarks part 2: "Many use bright visuals or playful tones to draw you in, only to reveal something deeper, stranger, or more tragic beneath the surface. While they vary greatly in length, their game time is defined by short, impactful sessions that showcase the strong loops in their design"
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Polaris Game Design @polarisgamedesign.com · 13/01/2026
Menzel remarks: "These titles are unified by expressive mechanics set within whimsical or surreal worlds. They hand you a clear set of tools, then step back, inviting mastery, curiosity, and personal expression." (continued)
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Polaris Game Design @polarisgamedesign.com · 13/01/2026
Top 10 influential games according to designer Jolie Menzel @joliemenzel.bsky.social (unranked): Kirby 64 Pokemon Crystal Sonic Adventure 2 Super Smash Brothers: Melee Super Mario Sunshine Katamari Damacy Legend of Zelda: Twilight Princess Portal Skyrim Minecraft
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Polaris Game Design @polarisgamedesign.com · 10/01/2026
She says: "Looking at the chronological list, the games I'm drawn to show my evolution from an RPG player/designer toward deeper systems design and finally into the ways games tell stories through their mechanics. DOOM and Half-Life 2 are anomalies on the list, in a sense."
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Polaris Game Design @polarisgamedesign.com · 10/01/2026
Top 10 influential games as submitted by Brenda Romero @brendaromero.bsky.social : Dungeons & Dragons (1977) Wizardry: Proving Grounds of the Mad Overlord M.U.L.E. Civilization DOOM (1993) Half-Life 2 Minecraft The Beginner's Guide That Dragon Cancer What Remains of Edith Finch
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
There's also a whole appendix about 'harvesting' player stories, with tools for re-integrating player stories, memorials, or legends into your game. It also describes some related challenges. Either way, good luck with player stories! Go for it! polarisgamedesign.com/2022/a-toolk...
polarisgamedesign.com
A Toolkit for Encouraging Player Stories
Players play games, and when things go right, they tell compelling stories about their play experiences. Sometimes these stories even become community legends. This report looks to identify the condit...
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
SUMMARY: to encourage players to tell their stories, you should: - define an expressive range - create lacunae - build acknowledgement systems - support player framing - curate play - use procgen strategically - manage your communities You can also see it as 'planting' vs 'harvesting' stories!
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
Tool 7: Community management. This is probably its whole own suite of tools, but the designers wanted to point out that intervention can happen outside the strict boundaries of the game as well. Provide safe, creative spaces for players to connect, and they're more likely to do so!
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
Tool 6: Procedural Generation. Like Lacunae, successful procgen under-defines the player experience, making it more unique and unexpected, which lead to tellability. Caves of Qud has 1 character with authored traits & backstory, but generated species. Players love telling stories about her.
A cropped screenshot from Caves of Qud showing Sheba Hagadias, generated as a laser turret librarian of the Stilt.
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
Tool 5: Curation. Provide the player curated summaries of their experience, which helps the player understand what happened, and see noteworthy moments. Civilization III offered a timeline of growth & events as a 'replay'. Dwarf Fortress created a whole 'Legends Mode' the player can affect.
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
Tool 4: Player Framing: Ask the player open-ended questions, which don't affect the game outcomes, but invites interpreting the experience. Fallen London uses mantlepiece & scrapbook"spaces, where players can display ANY object. The game also asks "why are you doing this?" in certain story moments.
Fallen London key art, of a large British-style clock sinking into green water.
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
Emily Short on acknowledging: "“I prefer to think in terms of ‘yes, and’ / ‘yes, but’ reactions to player action: they get something they expected, and also something that they didn’t expect” If using achievements for this, use it to celebrate outliers, rather than standard progression.
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
Tool 3: Acknowledgements: if the game itself can recognize and call out unique play experiences, to make the player feel seen, it helps confirm that the player did something noteworthy, worth telling stories about. For example, in Facade, virtually any player statement will be reacted to.
A screenshot of Facade, with the two main characters looking at each other.
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
Tool 2: Lacunae: intentionally omit details! Rather than strive for full authorial control, sometimes let players feel clever and follow the clues to create their own coherent explanation. For example, Boyfriend Dungeon deliberately didn't answer lore questions that would limit fan creativity.
A screenshot of Boyfriend Dungeon showing two men standing with a lightsaber between them. One, dressed as Security, is a Bouncer saying "I'm going to need you both to step outside."
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
1: Defining an expressive range: When making your game, set player expectations for what stories look like in your world! A consistent 'voice', a clear vocabulary, clear story-genre, and conflict drivers all help inspire players. Sea of Thieves does all of these to encourage "pirate" stories.
A key art illustration of a sea monster threatening a boat, with a pirate on top of it, and other pirates escaping in a rowboat, in Sea of Thieves.
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
So, on to the tools to increase the volume and quality of player stories in your game: 1: Defining an expressive range 2: Lacunae (omitting details) 3: Acknowledging the player 4: Support for Player Framing 5: Curation 6: Procedural generation 7: Community management
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Polaris Game Design @polarisgamedesign.com · 09/01/2026
This diagram describes the "player story pipeline", in which the devs make a thing, the players play the thing, and then (hopefully) the community talks about their experience. Designers typically intervene in the green and purple phases, while seeding the story-prompts/framing in the yellow.
A diagram describing devs inputting into a green box ('devtime') containing Symbolic Vocabulary and Generative Systems. This overlaps slightly with a yellow box inputted from players ('playtime'), containing Player Framing and Play Sequence. Player Framing has an arrow leading to the slightly overlapping purple phase ('sharetime'), inputted from Community, containing Player Stories, Community Discussion, and Community Legends.
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