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Game Designer's Playlist, The: Innovative Games Every Game Designer Needs to Play, Rough Cuts

Game Designer's Playlist, The: Innovative Games Every Game Designer Needs to Play, Rough Cuts

Rough Cuts

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  • Copyright 2019
  • Dimensions: 7" x 9"
  • Pages: 240
  • Edition: 1st
  • Rough Cuts
  • ISBN-10: 0-13-487330-0
  • ISBN-13: 978-0-13-487330-5

This is the Rough Cut version of the printed book.

Game Designers: Learn from the Masters!

In The Game Designers Playlist, top game design instructor Zack Hiwiller introduces more than 70 remarkable games, revealing how they work, why they’re great, and how to apply their breakthrough techniques in your own games.

Ranging from Go to Texas Hold’em and Magic: The Gathering to Dishonored 2, Hiwiller teaches indispensable lessons about game decision-making, playability, narrative, mechanics, chance, winning, originality, cheats, and a whole lot more. He gleans powerful insights from virtually every type of game: console, mobile, PC, board, card, and beyond.

Every game is presented in full color, with a single purpose: to show you what makes it exceptional, so you can create legendary games of your own.

  • Discover how game designers use randomness and luck
  • Make the most of narrative and the narrator’s role
  • Place the game challenge front and center
  • Optimize game mechanics, and place mechanics in a broader context
  • Uncover deep dynamic play in games with the simplest rules
  • Find better ways to teach players how to play
  • See what games can teach about the process of game design
  • Build games with unusual input/output modalities
  • Explore winning, losing, and game dynamics beyond “one-vs.-all”

Sample Content

Table of Contents



About the Author

Chapter 1: From Simplicity, The Universe

Chapter 2: Randomness and Cholesterol

Chapter 3: Pushing One’s Luck

Chapter 4: Piecemeal Perspectives

Chapter 5: Permanence

Chapter 6: Mechanics as Message

Chapter 7: Requiem for a Pewter Shoe

Chapter 8: The Second Chance Phenomenon

Chapter 9: Challenging Complexity

Chapter 10: Learning to Walk

Chapter 11: Mechanics in Milieu

Chapter 12: The Cone Wars

Chapter 13: The Discipline of Game Design

Chapter 14: Winning and Losing

Chapter 15: Inputs and Outputs

Chapter 16: Whose Stories?

Chapter 17: Cheat Codes

Chapter 18: Conclusion and Final Playlist



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