{"games":[{"path":"/games/videoball/","rank":1,"slug":"videoball","title":"Videoball","urlSlug":"videoball","value":"Videoball’s thesis was to compress the mechanics of sports, RTS, shooters, and ball games into an accessible “electronic sport” with one analog stick and one button. Sources: https://store.steampowered.com/app/277390/VIDEOBALL/; https://www.pcgamer.com/hands-on-with-videoball-a-local-multiplayer-electronic-sport-for-the-living-room/; https://store.playstation.com/en-us/concept/211523."},{"path":"/games/rocketleague/","rank":2,"slug":"rocketLeague","title":"Rocket League","urlSlug":"rocketleague","value":"The original design thesis was turn an immediately understood sport goal into a high-skill physics mastery toy: cars, ball, boost, goal, five-minute drama. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/252950/Rocket_League/; https://www.rocketleague.com/."},{"path":"/games/killerqueenarcade/","rank":3,"slug":"killerQueenArcade","title":"Killer Queen Arcade","urlSlug":"killerqueenarcade","value":"Killer Queen’s thesis was location-based, face-to-face team play: simple moment-to-moment controls with complex team strategy, spectacle, spectators, and repeat venue community. Sources: https://killerqueenarcade.com/; https://www.gamedeveloper.com/design/road-to-the-igf-joshua-debonis-and-nikita-mikros-i-killer-queen-i-; https://www.gamedeveloper.com/design/designing-i-killer-queen-i-from-playground-experiment-to-modern-arcade-sensation."},{"path":"/games/nidhogg/","rank":4,"slug":"nidhogg","title":"Nidhogg","urlSlug":"nidhogg","value":"The original design thesis was make a one-on-one duel where victory is territorial momentum: kill, run, reverse, repeat until the screen-eating mythic payoff. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/94400/Nidhogg/; http://nidhogggame.com/."},{"path":"/games/ftlfasterthanlight/","rank":5,"slug":"ftlFasterThanLight","title":"FTL: Faster Than Light","urlSlug":"ftlfasterthanlight","value":"The design thesis was that a tiny, readable spaceship could generate big emotional stories if the player had to triage\nfire, hull damage, crew loss, power allocation, and random events with permadeath pressure. The combination of\npauseable real-time combat and short text encounters let the game be systemic without needing expensive animation or\nnarrative production. Sources: https://subsetgames.com/ftl.html;\nhttps://store.steampowered.com/app/212680/FTL_Faster_Than_Light/."},{"path":"/games/rounds/","rank":6,"slug":"rounds","title":"ROUNDS","urlSlug":"rounds","value":"The original design thesis was make 1v1 emotionally sustainable by giving the loser new powers and making each round a build-counterbuild story. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/1557740/ROUNDS/; https://landfall.se/rounds."},{"path":"/games/intothebreach/","rank":7,"slug":"intoTheBreach","title":"Into the Breach","urlSlug":"intothebreach","value":"The original thesis was to turn tactics into a readable puzzle: every enemy attack is telegraphed, civilian buildings\npower the grid, and the player mostly wins by displacement, prevention, and sacrifice rather than brute-force damage.\nThis made the game feel fairer and more inspectable than many RNG-heavy tactics games. Sources:\nhttps://subsetgames.com/itb.html; https://store.steampowered.com/app/590380/Into_the_Breach/."},{"path":"/games/towerfallascension/","rank":8,"slug":"towerFallAscension","title":"TowerFall Ascension","urlSlug":"towerfallascension","value":"The original design thesis was make archery instantly readable, lethal, and expressive enough for the room to shout after every kill. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/251470/TowerFall_Ascension/; https://www.towerfall-game.com/."},{"path":"/games/duckgame/","rank":9,"slug":"duckGame","title":"Duck Game","urlSlug":"duckgame","value":"The original design thesis was turn one-screen weapon chaos into five-second stories: grab object, kill friend, die stupidly, rematch. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/312530/Duck_Game/; https://www.corptron.com/."},{"path":"/games/limbo/","rank":10,"slug":"limbo","title":"LIMBO","urlSlug":"limbo","value":"The design thesis was that an almost wordless black-and-white platformer could communicate fear, fragility, and\nmystery through silhouette, animation, physics puzzles, and death. Its lack of explicit exposition was not a hole but\na core feature, making players project meaning onto the world. Sources:\nhttps://www.gamedeveloper.com/business/hanging-in-limbo; https://store.steampowered.com/app/48000/LIMBO/."},{"path":"/games/inside/","rank":11,"slug":"inside","title":"INSIDE","urlSlug":"inside","value":"The thesis was to make a nearly wordless cinematic puzzle-platformer where animation, sound, staging, and embodied\nvulnerability carry narrative meaning. INSIDE is less about puzzle quantity than about escalating control,\nsurveillance, body horror, and player complicity through precise set pieces. Sources:\nhttps://store.steampowered.com/app/304430/INSIDE/;\nhttps://blog.playdead.com/articles/inside_presentations/inside_publications.html."},{"path":"/games/ultimatechickenhorse/","rank":12,"slug":"ultimateChickenHorse","title":"Ultimate Chicken Horse","urlSlug":"ultimatechickenhorse","value":"The original design thesis was let players author the obstacle course together so every victory and failure feels socially blameable. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/386940/Ultimate_Chicken_Horse/; https://www.cleverendeavourgames.com/ultimate-chicken-horse."},{"path":"/games/lethalleagueblaze/","rank":13,"slug":"lethalLeagueBlaze","title":"Lethal League Blaze","urlSlug":"lethalleagueblaze","value":"The original design thesis was combine fighting-game reads with sports-object danger: the ball becomes the weapon, speed becomes spectacle. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/553310/Lethal_League_Blaze/; https://team-reptile.com/lethal-league-blaze/."},{"path":"/games/planetoflana/","rank":14,"slug":"planetOfLana","title":"Planet of Lana","urlSlug":"planetoflana","value":"The design thesis was a cinematic companion puzzle adventure: Lana and Mui survive by cooperating, sneaking, solving\nenvironmental puzzles, and moving through a vivid hand-painted sci-fi world. Steam's feature list emphasizes companion\ngameplay, stealth/wit, action sequences, and an epic story across galaxies and centuries. Sources:\nhttps://store.steampowered.com/app/1608230/Planet_of_Lana/; https://www.planetoflana.com/."},{"path":"/games/killerqueenblack/","rank":15,"slug":"killerQueenBlack","title":"Killer Queen Black","urlSlug":"killerqueenblack","value":"The original design thesis was translate a team-based arcade sport into a digital 8-player strategic action game. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/663670/Killer_Queen_Black/; https://killerqueenblack.com/."},{"path":"/games/brawlhalla/","rank":16,"slug":"brawlhalla","title":"Brawlhalla","urlSlug":"brawlhalla","value":"The original design thesis was make a platform fighter frictionless: free entry, simple controls, many legends, crossplay, ranked identity, and cosmetic monetization. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/291550/Brawlhalla/; https://www.brawlhalla.com/."},{"path":"/games/amongus/","rank":17,"slug":"amongUs","title":"Among Us","urlSlug":"amongus","value":"The original design thesis was make betrayal, alibi, and suspicion playable in short sessions with extremely readable roles and social stakes. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/945360/Among_Us/; https://www.innersloth.com/games/among-us/."},{"path":"/games/repo/","rank":18,"slug":"repo","title":"R.E.P.O.","urlSlug":"repo","value":"The original design thesis was make physics handling the source of fear, comedy, and blame inside short co-op extraction sessions. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/3241660/REPO/; https://semiwork.se/."},{"path":"/games/peak/","rank":19,"slug":"peak","title":"PEAK","urlSlug":"peak","value":"The original design thesis was turn climbing into social tension: every grip, fall, rescue, and failure becomes a group story. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/3527290/PEAK/; https://www.aggrocrab.com/."},{"path":"/games/mecchachameleon/","rank":20,"slug":"mecchaChameleon","title":"MECCHA CHAMELEON","urlSlug":"mecchachameleon","value":"The original design thesis was make hiding legible and funny: paint yourself to match the world while hunters and viewers try to spot the mismatch. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/4704690/MECCHA_CHAMELEON/; https://store.steampowered.com/app/4704690/MECCHA_CHAMELEON/."},{"path":"/games/balatro/","rank":21,"slug":"balatro","title":"Balatro","urlSlug":"balatro","value":"The original design thesis was make poker hands the familiar surface and let jokers create exponential roguelike surprise underneath. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/2379780/Balatro/; https://www.playbalatro.com/."},{"path":"/games/vampiresurvivors/","rank":22,"slug":"vampireSurvivors","title":"Vampire Survivors","urlSlug":"vampiresurvivors","value":"The original design thesis was strip action down to movement, survival, upgrades, and reward fireworks until the compulsion loop is unmistakable. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/1794680/Vampire_Survivors/; https://poncle.games/vampire-survivors."},{"path":"/games/slaythespire/","rank":23,"slug":"slayTheSpire","title":"Slay the Spire","urlSlug":"slaythespire","value":"The original design thesis was merge roguelike consequence with deckbuilder drafting so every card choice changes the run’s strategic identity. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/646570/Slay_the_Spire/; https://www.megacrit.com/games/slay-the-spire."},{"path":"/games/hades/","rank":24,"slug":"hades","title":"Hades","urlSlug":"hades","value":"The original design thesis was make repeated failure narratively rewarding so roguelike runs deepen character/story rather than reset meaning. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/1145360/Hades/; https://www.supergiantgames.com/games/hades/."},{"path":"/games/noita/","rank":25,"slug":"noita","title":"Noita","urlSlug":"noita","value":"The original design thesis was simulate every pixel so the world itself becomes the unpredictable opponent and toy. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/881100/Noita/; https://noitagame.com/."},{"path":"/games/laserleague/","rank":26,"slug":"laserLeague","title":"Laser League / Laser League: World Arena","urlSlug":"laserleague","value":"The original design thesis was make a new esport-like arena sport out of territory control, timing, classes, and lethal environmental lines. The study value is the discipline of making one repeatable verb or conflict carry the whole product. Sources: https://store.steampowered.com/app/570460/Laser_League_World_Arena/; https://www.505games.com/games/laser-league/."}],"group":"design","kind":"dimension","label":"Original design thesis","paths":{"html":"/dimensions/originaldesignthesis/","json":"/dimensions/originaldesignthesis/index.json"},"presets":["core"],"rank":10,"schemaVersion":1,"slug":"originalDesignThesis","urlSlug":"originaldesignthesis"}