10 Core Heuristics
1. The ability to identify elements of a system
In relation to Gamestar Mechanic, this heuristic is defined as the ability to articulate elements in the game system such as core mechanics, rules, and space, among others.
2. The ability to identify micro-level relationships within a system’s components
In Gamestar Mechanic students design a game’s space and select from a variety of creatures, each of which has a set of behavioral parameters, which can be modified by the student. This heuristic is defined as the ability to articulate relationships between two or more distinct elements.
3. The ability to distinguish between micro-level and macro-level processes
This heuristic is defined as students' ability to distinctly articulate the differences between micro-level relationships and the macro-level overall play experience of the games they design.
4. The ability to comprehend that small level changes can significantly affect the macro-level processes
This heuristic is defined as the ability to articulate how small changes in design affect the overall play experience.
5. The ability to intentionally organize systems’ components and processes within a framework of relationships
This heuristic is defined as the ability to intentionally organize design decisions within an understood framework of game play.
6. The ability to identify multiple (i.e., dynamic) relationships within a system
This heuristic is defined as the ability to articulate relationships between groups of elements in a game system as designed by students and between the game and its player.
7. The ability to understand the hidden dimension of a system
In Gamestar Mechanics students are able to modify behavioral parameters for creatures that easily lead to exponential changes within their games’ systems. This heuristic is defined as the ability to recognize patterns and interrelationships, which are not seen on the surface.
8. The ability to understand the feedback cycle within a system
In Gamestar Mechanic, feedback is generated by the immediate results students are able to see in the process of editing their games and by feedback from Samson, an in-game fictional elder character who responds to students’ designs. This heuristic is defined by the ability to articulate the consequences that feedback may have on their designs.
9. The ability to recognize social, natural and technological systems
This heuristic is defined as the ability to transfer an understanding of systems to other non-game systems. While all heuristics defined here are facilitated by both the game and the larger community aspect the game instantiates the potential for this one to manifest is solely reliant on the community aspect of the game. That is, through the discursive practices of the community.
10. The ability to assess the quality and effectiveness of a system
In Gamestar Mechanic players gain constant feedback and scaffolding of concepts related to the effectiveness of their game. Is it playable? Does it have the right balance of challenge and reward? Do players understand the rules? Do players respond positively to the design? Because game design requires players to consider their audience, they become adept at understanding how measures of effectiveness might differ depending on who is playing.





