Schools often teach the Mechanics-Dynamics-Aesthetics framework to analyze game design, which is a tremendous framework focused on the input-output loop a game creates. While that is an extremely powerful perspective to have on games, I tend to shift focus to the space between Mechanics and Dynamics, and use a personal Intent-Mechanics-Declaration model to communicate flaws in the game design. As always, the model is always in flux, and I doubt I’m the first one to use a model like this. The model is rather simple and by no means exhaustive, but can be most easily communicated as three concentric circles. The Intent is a circle. Around that circle is a larger circle, the Mechanics layer. Around that is a third circle, the Declarative layer.
Game developer, Rami Ismail of Vlambeer, here offers a critique of the language and mental model we have for understanding and teaching game design. He is a thoughtful maker and so it pays to attend to him.