Top 30 Lenses from The Art of Game Design for God Behind the Throne.
Discover 30 game design lenses to deepen your understanding of emotions and philosophy in games.
TL;DR | Quick Summary
Top 30 Lenses from The Art of Game Design for God Behind the Throne.
๐ธ I. Emotional Level โ Player and Experience 1. Lens of Emotion โ what feeling should the player experience at each moment? 2. Lens of Empathy โ does the player feel the pain and joy of their ruler? 3. Lens of Bond โ how is the emotional attachment between the player and the ruler formed? 4. Lens of Responsibility โ does the player feel guilt or pride for the consequences? 5. Lens of Memory โ what will the player remember and think about after exiting? 6. Lens of Transformation โ does the game change the player โ their views, values, thinking style? 7. Lens of Participation โ does the player feel that the world reacts specifically to their presence? 8. Lens of Silence โ are there moments in the game where silence speaks louder than actions? 9. Lens of Surprise โ where can the game surprise gently but deeply? 10. Lens of Resonance โ does a scene or mechanic leave an internal echo?
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โ๏ธ II. Systemic Level โ World, Mechanics, Balance 11. Lens of Essential Experience โ what constitutes the "core experience"? 12. Lens of Meaningful Choice โ does every choice feel significant and impactful? 13. Lens of Feedback โ does the player understand the cause-and-effect relationship of their actions? 14. Lens of Consequence Over Time โ how does the game show the long-term effects of decisions? 15. Lens of Conflict โ are there internal clashes of good and benefit, faith and reason? 16. Lens of Flow โ where is the balance between calm contemplation and sharp decisions? 17. Lens of Functional Space โ is the Go board a field of the world or an internal psycholandscape? 18. Lens of Novelty โ what is new for the genre or in each era? 19. Lens of Pacing โ how do calm, tension, and resolution alternate? 20. Lens of Echo of Decisions โ does the player hear the echoes of their past actions?
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๐ฎ III. Metaphysical Level โ Meaning, Philosophy, AI 21. Lens of Creation โ does the player feel they are creating life, not just managing it? 22. Lens of Free Will โ does the ruler have their own opinion, and how does it affect the player? 23. Lens of Mirror โ does the ruler reflect the player's own character? 24. Lens of Letting Go โ can the player let go of their creation? 25. Lens of Legacy โ how does the game show influence through the ages? 26. Lens of Ethical God โ how does the game pose questions of responsibility of influence? 27. Lens of Artificial Soul โ how convincingly does the AI personality become "alive"? 28. Lens of Ritual โ are there rituals in the game that teach calm and self-reflection? 29. Lens of Time as Character โ is time not a counter but a participant in the story; is this felt? 30. Lens of Myth โ does the player's story become part of the great myth of the world, woven into the pantheon of rulers?
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๐ How to Use โข When working on each scene or mechanic, take 3โ5 lenses from the list and ask yourself: "is this implemented?", "what does the player feel?", "is there resonance?". โข Conduct a "lens-review" once a month: go through all 30 and rate on a scale of 0โ5 how well each is implemented in the current build (this provides a clear metric of design quality). โข Use these lenses in documentation โ as a "Design Intent" column next to each level or scene.
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If you want, I can format this as a visual checklist (PDF or Notion table) with fields for notes and comments on each lens โ it's convenient to keep in sight during development.
Previous: ๐ฏ 10 "lenses" from The Art of Game Design that are especially useful for your idea
Jesse Schell's book offers over 100 "lenses" โ ways to look at a game from different angles. Here's a selection of those I find particularly valuable for your concept โ a game where personality, influence, and karma are formed: 1. Lens of Emotion โ What emotion should the game evoke? It's important to ensure the player feels connection, grief, responsibility, awe. โ Your game should have a dynamic between the warmth and heaviness of influence, the feeling "I'm not just managing, I'm nurturing". 2. Lens of Essential Experience โ What from the game experience will be primary and unforgettable? โ For you: the moment of awakening when the child's gaze meets the player โ this is the "core" experience around which everything else is built. 3. Lens of Surprise โ When and how will the player be surprised? โ In your game, surprises are not battles but internal changes, breaks in expectations: when the ruler suddenly shows will, when karma returns. 4. Lens of Curiosity โ What makes the player ask questions, explore? โ Your game should stimulate: "What if...", "Why did he do that?" โ exploring personality and its motivations. 5. Lens of Judgment โ The player judges themselves and their decisions, but also the world system "judges" the player. โ Transparency of consequences is important โ so the player can "judge" their decisions and see how they return. 6. Lens of Flow โ How to keep the player "in the flow", not overload, not tire them? โ Your design should have phases of tension and rest: cutscenes, strategy, periods of reflection. 7. Lens of Needs / Motivation โ What drives the player? What are the internal motivators? โ It's important to understand motivation: not just "win", but "create a soul, form a personality, see a trace in history". 8. Lens of Novelty โ What in the game will be unique and unseen before? โ Your project is already conceptually unique, but it's important to maintain novelty in mechanics, presentation, plot. 9. Lens of Functional Space โ How is the space (gameplay) arranged, how does the player interact with the map/board, how do they move, where do they place influence. โ Your Go board is not just a field โ it's a "psychospace". The connection between the board and the world needs to be clearly thought out. 10. Lens of Resonance โ What remains after the game? How does the player continue to think about it? โ Your goal is to leave a mark: the player remembers the ruler, their character, their decisions, and how they resonated in the world.
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These lenses will help you in design: with each scene or decision, ask yourself โ "what emotion?", "where's the surprise?", "is there resonance?", "why should the player do this?" etc.
If you want, I can create your own "top 20 lenses", adapted for God Behind the Throne, which you can constantly keep in sight.
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๐ต How much do developers earn on itch.io?
This is a complex question โ earnings vary greatly (from almost nothing to quite decent amounts). Here's what I found:
Examples and Statistics โข In the platform review for 2023: the total income of many projects on itch.io in 2023 was $641 (gross) for many creators. โข In 2024, one developer earned $1,799.22 gross (income before commissions and expenses) for all projects on itch.io. โข In the story of one indie developer: over 4 months, he earned $303.50 gross, part of which was tips from users. โข In another case: one developer said his income was only about $50 over a long time, mainly because he didn't do marketing and sold on a "pay what you want" basis. โข Platform policy: by default, itch.io takes a 10% commission on sales (but you, as a developer, can change the share, giving less), which is more favorable than many platforms.
Conclusion and Recommendations โข Most developers on itch.io earn modest amounts, especially on initial projects, often less than $1,000/year. โข Those who make one game or an experimental demo often don't receive significant income โ not due to poor quality, but due to lack of marketing and visibility. โข There are successful cases โ games that grew on itch.io, were reworked, released on Steam, and brought more. For example, "The Roottrees Are Dead" โ a story of how from a free version on itch.io they moved to a million dollars after porting to Steam. โข Key success factors: uniqueness of idea, quality execution, marketing, community activity, updates, conducting devlogs.
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If you want, I can compile a list of developers on itch.io who earned a lot, with specific figures and success stories, and show what factors contributed to this โ so you can see patterns and understand what to focus on. Shall I do it?
Quick Answer
The top 30 lenses from Art of Game Design for God Behind the Throne describe key aspects of game design, including emotions, systems, and philosophy.