The Demons of Experimentation: Feature Gremlins
6 April 2007This is the second article about the demons that plague the path to successful experimental gameplay. This time we’ll be dissecting the behavior of a creature even more dangerous than the Programming Succubus:
The feature gremlins offer small mechanics that pile up over the core gameplay while not being an integral part to it. Usually these features are known (non-experimental) mechanics, proven to work in other games. The misconception about them is that they just add richness to the gameplay and can be easily removed, making them harmless. But this is bullshit.
Features will add kipple to your game making it heavier and unwieldy in the best of cases. But in the worst case, they can take over the core gameplay, eating it until the experimentality is expelled as a peripheral feature itself.
As an example, while I was trying to work up something with Shrink, I considered adding session time to limit the amount of guessing you could do. But fortunately I realized that most of the time, the game would be about resource management (time), which is nothing like what I intend of Shrink.
That feature could have transformed Shrink into a time racer instead of a psychotherapy game.
Some signs of the Feature Gremlins:
- “The game consists of a bunch of minigames…”
- “It’s dull because it’s too easy: let’s make it harder by resource-limiting options”
- “Maybe if we put powerups…”
Telling apart useful features from dangerous ones is too hard to risk it. The experimental is on the core gameplay. When in doubt, skip the “standard” features or your game might end up buried in a pile of Feature Gremlins.


2 Comments so far
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On the other hand, you can create a commercial product quite succesfully by getting at some core gameplay, and then including some core gremlins. Its like the movie of the same name, there’s a cute, cuddly gremlin that’ll be your friend and give you the dynamic you need, but you if get that cute gremlin wet it spawns all these nasty bastards who convolute the core. So, what is water, by this analogy? I have no idea, its very late. Maybe experience will teach me to recognize moisture intuitively.
By Patrick on April 9
In fact, you can create a commercial product made up of a bunch of loosely connected features, without any core gameplay at all. But that is “guessful” design.
I am focusing only on experimental cores. The danger of piling features lie in that they can steal the core-ness of the gameplay, and experimental gameplay is about exploring new cores, not about putting twists on known ones. That’s what conventional game design is for.
And remember, getting a gremlin wet only makes him multiply (featuritis). The problem is that if they get themselves fed after midnight, they will overrun you
By Daniel Benmergui on April 10
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