arXiv:2207.03827v1 [cs.HC] 8 Jul 2022
One Pixel, One Interaction, One Game
An Experiment in Minimalist Game Design
Pier Luca Lanzi
Politecnico di Milano
Milano, Italy
Daniele Loiacono
Politecnico di Milano
Milano, Italy
Alberto Arosio
Digital Tales
Milano, Italy
Dorian Bucur
Universi degli Studi di Milano
Milano, Italy
Davide Caio
CyberCoconut
Milano, Italy
Luca Cap ecchi
Politecnico di Milano
Milano, Italy
Maria Giulietta Cappelletti
Politecnico di Milano
Milano, Italy
Lorenzo Carnaghi
Politecnico di Milano
Milano, Italy
Marco Giuseppe Caruso
Politecnico di Milano
Milano, Italy
Valerio Ceraudo
Politecnico di Milano
Milano, Italy
Luca Contato
Rising Pixel
Gran Canaria, Canary Islands, Spain
Luca Cornaggia
Politecnico di Milano
Milano, Italy
Christian Costanza
Big Bang Pixel
Milano, Italy
Tommaso Grilli
Politecnico di Milano
Milano, Italy
Sumero Lira
Neotenia
Milano, Italy
Luca Marchetti
Studio Evil
Bologna, Italy
Giulia Olivares
Lola Slug
Milano, Italy
Barbara Pagano
Universi degli Studi di Milano
Milano, Italy
Davide Pons
Politecnico di Milano
Milano, Italy
Michele Pirovano
Curiosity Killed the Cat
Bergamo, Italy
Valentina Tosto
AnotheReality
Milano, Italy
ABSTRACT
Minimalist game design was introduced a decade ago as a general
design principle with a list of key properties for minimalist games:
basic controls, simple but aesthetically pleasing visuals, interesting
player choices with vast possibility spaces, sounds that resonate
with the design. In this paper, we present an experiment we did
to explore minimalism in game using a bo ttom-up approach. We
invited a small group of professional game designers and a larger
group of game design students to participate in a seminal experi-
ment on minimalism in game design. We started from the most ba-
sic game elements: one pixel and one key which provide the least
amount o f information we can display and reasonably the most
elementary action players can perform. We designed a game that
starts with a black pixel and asks players to press a key w hen the
pixel turns white. This minimal game, almost a Skinner box, cap-
tures the essential elements of the mechanics o f games like “The
Impossible Game, which asks players to do nothing more than
press a key at the right moment. We presented this game concept
to the professional game d esigners and challenged them to create
Contact author.
other games with the least amount of player interaction and dis-
played information. We did not sp ecify any constraint (as usually
done in other contexts) and left them free to express their view of
minimalistic game design. We repeated the experiment with 100+
students attending a master-level course on video game design and
development at our institution. We then analyzed the creations
of t he two groups, discussing the idea of minimalistic design that
emerges from the submitted game concepts.
CCS CONCEPTS
Applied computing Computer games; Hu man-centere d
computing Interaction devices.
KEYWORDS
game design, game mechanics, player interaction, player experi-
ence
1 INTRODUCTION
Minimalism in games comes in a wide variety of forms [12]. In
tabletop games, it may be achieved through abstraction [2 8], the
complexity of rulesets [26], or a visual redesign, as in the recent
Lanzi and Loiacono, et al.
revamp of Uno decks [21, 27]. In video games, minimalism can
be introduced at visual level, at control level or at system level
[17, 18]. Minimalist video games can be visually abst ract and base d
on a stylized representations of a reference game world [1, 3]; of-
ten, visual abst raction is accompanied with minimal sound design
[22]. They may have simplified controls [14] that map into com-
plex behaviors [6, 24]. They may be based on minimalist systems
providing players with a limited numb er of interesting choices that
enable surprisingly deep gameplay. A decad e ago, Nealen et al. [17,
18] introduced the notion of Minimalist Game Design, discussing
the importance of self-imp osed, artificially designed constrains for
exploring new frontiers of gameplay. Over the last decade, the prin-
ciples of minimalist game design have been embraced by the in-
creasing number of game jams, organized all over the world, which
are inherently based on self-imposed, deliberate constrains [20, 23],
a major enabler of creativity in design [18].
In this paper, we analyze minimalist game design using a bot-
tom up approach. We did not surveyed existing games as [18], in-
stead we challenged professional and video game design students
to develop the most minimalist games they could think of and an-
alyze their creations. Our goal was twofold. We wanted to explore
minimalism in game design a decade after [17, 18] both from the
persp ective of professionals working in the industry and stu dents
who are approaching the field. Furthermore, we wanted to create
a coll ection of examples of minimalist games that we could pro-
vide to future students as inspiration (a so rt of minimalist game
design sandbox to play with) fo r developing their own idea of min-
imalism. We designed the most basic game we could come up with
(involving just a pixel and an elementary interaction) and explored
level design in such extreme minimalist scenario. Initially, we in-
vited a small group of professional game designers to participate
in the experiment, receiving more than 20 concepts. We did not
enforce constraints as it usually happens during game jams. We
just provided them the description of our very basic game as in-
spiration to design other original games with the least amount of
player interaction and on-screen information. We asked them to
submit a brief concept describing the gameplay, the level design
principles, and the instructions to teach players how to play. Next,
we repeated the experiment by inviting the 100+ students attend-
ing the master-level video game design and development course at
our institution, receiving 100+ co ncepts. Finally, we analyzed the
submitted concepts and investigated the idea of minimalist game
design that emerges in the two subject groups, also with respect to
the seminal work of [17, 18].
2 BACKGROUND
Minimalism is an artistic movement that originated in the late 1950s
and developed throughout the 1960s. It is characterized b y extreme
austerity and simplicity that seek to uncover the essence of a sub-
ject by eliminating all non-essential parts of it. Initially primarily
focused on music and aesthetics, it has expanded its influence over
all sorts of media, and human activities [13], including videogames
[17, 18].
Videogames were born minimal out of necessity to deal wit h the
severe limitations of early hardware platforms [16]. As the techno-
logical resources were becoming practically limitless, minimalism
helped small independent companies deal with other, still existing,
time and labor limitations [18], b ecoming a distinctive stylistic ref-
erence for many indie games (e.g., [4, 5]). Minimalism is usually
associated with an idea of austerity, spareness, and simplicity. In
videogames, it has been used as a tool to search for the essence of
game definitions [11, 17] and proposed as a general design princi-
ple [8, 18].
Juul [11] analyzed seven game definitions from a variety of his-
torical and contemporary sources. His approach was inclusive [17]
and aimed at proposing a definition that consolidated well-established
and accepted knowledge. Juul [11] synthetized a list six elements
that are “necessary and sufficient for something to be a game”: (i)
rules, (ii) variable and quantitative outcomes, (iii) valorization of
outcome, (iv) player effort , (v) player attachment to outcome, and
(vi) negotiable consequences. In contrast, Myers [17] took an exclu-
sive approach and eliminated what is not equally shared by all def-
initions. The result is a minimal list of four elements that defined
games, (i) “prohibitive rules or rules of denial, (ii) goals, including
the game’s winning conditions, (ii) o pposition, provided for exam-
ple by an antagonist, and (iv) representation, or a falseness that is
contrary to the real. The list is presented as a tool to identify what
should not considered a game. For example, Myers [17] ar gues that
crossword puzzles are not games since they do not have element
of opposition or an antagonist.
Nealen et al. [18] proposed Mini malist Game Design as a gen-
eral design principle to elicit the exploration of new directions in
design and gameplay by introducing self-imposed, deliberate con-
straints on the entire d esign and development process. Minimal-
ist games should b e based on essential mechanics, small rulesets,
narrow decision spaces, abstract aesthetics; at the same time, the
imposed constraints however should not limit the depth of p lay or
the possibility space [18].
Minimalist games are also laboratories to study the characteris-
tics of games in a smaller and more controlled environment. Irak-
sen et al. [8] proposed a toolset of techniques to evaluate the dif-
ficulty of game variants, t o balance games, to explore the game
space, and predict the likelihood of p layer achieving specific fi-
nal scores. Their approach integrated several methods (e.g., auto-
matic p laytesting, Monte Carlo simulatio n, player modeling, and
survival analysis) and would have been difficult to validate using
more complex games [8]. Accordingly, Iraksen et al . [ 8] used a
parametrized version of the minimalist game, Flappy Bird [19], as
an experimental laboratory to assess their methodology. Lankes
[15] used abstract visuals and gaze-based interaction to investi-
gate t he perceived quality of social communication towards ab-
stract non-player characters using a minimalist game with basic
mechanics.
3 ONE P IXEL, ONE INTERACTION, ONE
GAME
A white pixel is the minimum amount of information we can show
on-screen, and pressing a key (or a button) is the least interaction
we can ask players. Therefore, we can design a game where the
player must press a key when the p ixel turns white. The design of
a level depends on the rate at which the pixel lights up and how
long the pixel stays illuminated. For example, we can design a level
One Pixel, One Interaction, One Game
where the pixel turns off for one second and on for one second;
the next level could reduce the time the pixel stays on or when the
pixel is off. Alternatively, we could have a level where the time the
pixel stays on decreases as the level progresses; or a level with no
pattern whatsoever, in which the sw itch-off and switch-on times
are entirely random. Such a game is elementary, but from a me-
chanical point of view, it cap tures essential components of games
like “The Impossible Game" [5], which asks players to do nothing
more than to press a key to jump at the right time. We coul d change
the interaction pattern by simply asking the player to hold down
a key when the pixel is off and release it when the pixel is on, in
a sort of negative space of the original interaction model. “Foton-
ica” [25] has the same interaction model in which players hold the
key down t o run, release it to jump, and press it again to land. The
change in the interaction is small but holding the spacebar to run
and releasing it to jump makes the gameplay feel pretty different.
We could replace the pixel stat es with sounds and ask the players
to press a key when they hear specific sounds or music and ask
players to press the key following the underlying rhythm. Simi-
larly, “The Impossible Game” uses rhythm t o help players under-
stand when to jump. Fol lowing the same principle, we can create
a small memory game: the white pixel lights up a given number
of times (for example, three times in sequence), and t hen players
must press the key for the same number of times.
4 AN EXPERIMENT IN MINIMALIST GAME
DESIGN
The literature exploring minimalist game design takes a top-down
approach and either propose it as a general design principle [8, 18]
or synthesizes what are the core features of minimalist games [ 11].
In our study, we decided to take a bottom-up approach and inves-
tigate what people already working in (or just approaching) the
field view as minimalist game design. Accordingly, we contacte d a
group of professional game designers and challenged them to de-
velop the most minimalist games they could think of and analyze
their creations. We did not enforce any constraints as it usu ally
happens during game jams. We just tried to inspire them with some
minimalist games (the same described in Section 3) and asked them
to design other original games with the least amount of player in-
teraction and on-screen information. We asked them to submit a
brief concept describing the gameplay, the level design principles,
and the instructions to teach players how to play. Next, we invited
the 100+ students attending a master-level video game design and
development course at our institution by providing the same infor-
mation and form provided to the first group of subjects. Overall,
we received 22 concepts from professional designers and 104 from
the master students.
5 STATISTICS
We analyzed t he submitte d concepts and labeled them based on
their genre. In part icu lar, given the limited number of concepts
and the high variety of ideas, we used high-level labels such as,
Action, Memory, Puzzle, Rhythm, Exploration, and Party. We also
label the games based on the skills they required (e.g., dexterity,
reaction time, coordination, memory), and whether (i) they were
single or multi player; (ii) they had a reactive or stateful gameplay,
that is, players’ actions coul d be based solely by the current game
state or also had to take into account previous states; (iii) they in-
volved some strategic thinking; (iv) they were organized as one
infinite level or as a sequence of levels, or (v) they applied proce-
dural content generat io n. In terms of genre, 63% of the proposed
concepts were action games, 15% were memory games, 11% puz-
zles, 7% rhythm games. In terms of players’ abilities, 30% involved
some kind of dexterity, 2 7% quick reaction time, 23% some cogni-
tive ability, 17% memory, 8% involved story telling. Most games
were single players (93%) and only very few games (3%) required
strategic decision. 62% of the games were purely reactive, in that
players did not need to remember the effect of previous actions;
whereas, 38% were stateful and asked the player to be aware of
how the play developed over time. In terms of level design, 55%
were based on a single level that would run until gameover, while
the remaining ones were organized as a series of separate levels;
80% of the games applied procedural content generation.
6 THE GAMES
The submitted game concepts offered a wide variety of mechanics
and themes. In this section, we include a small subset of them that
we selected to provide a good overview of such a variety. They are
listed anonymously in alphabetical order to avoid any sort of bias.
3.. 2.. 1.. Go! Players have to fly an aircraft, represented with a
pixel, collecting pixels that appear on the screen over time. The
pixel aircraft starts to the center-left side of the screen, follow-
ing a linear trajectory to the right side of the screen. If the player
does not press a key in around 0.75 seconds (corresponding to a
rhythm of 80bpm, or beats per minute), the aircraft starts follow-
ing a broad counterclockwise spiraling trajectory that w ill reduce
its radius over time until a three pixels radius is reached. Then
the aircraft will st ar t following a clockwise spiral of increasing ra-
dius. Players control the aircraft by pressing and releasing the key
rhythmically with a frequency of at least 80bp m, playing a sound
at each keystroke. The world is a toroid; when the aircraft exit the
screen from one side, it will re-enter from the oppo site side, main-
taining the same trajectory. The aircraft starts with four fu el units,
and this will d rop by one unit every ten seconds; when it reaches
zero, the game ends. Players must harvest the fuel pixels that ap -
pear on the screen and remain there for a limited time; when the
time is up, the fuel pixel will start flashing before it disappears and
another pixel appears. The aircraft is also the game user interface.
A short flash every two seconds means t hat the aircraft has three
fuel points; two flashes indicate two remaining fuel points; three
flashes warn players that just a single fuel unit remains. When the
aircraft has collected the last fuel pixel, it starts to flash at a high fre-
quency while playing a piece of music composed of three sounds,
and it moves to a new starting position. Resources: three sounds,
two pixels, one key. Level Design: the game is a rhythm game, and
each level is carefully designed to play (if performed perfectly) to
a given melo dy (or rather a rhythm). Every level has a growing
difficulty represented by the pixels’ time to collect that decreases
with the next level, making it more difficult to maintain the fuel.
Instructions: Fearless pilot! Press a button to turn the plane clock-
wise, release it to turn counterclockwise. Refuel by collecting ten
pixels and move to the next level. Let the pace be with you!
Lanzi and Loiacono, et al.
Aliens Attack from De ep Space. When the output system an-
nounces an alien presence (on a screen o r something else), the
player has little time to shoot and kill it. Resources: An input sys-
tem (a button, better if a trigger on a gun) and an ou tput system (a
pixel that turns on, a sound, a vibration). Level Design: aliens will
arrive with a random time ranging from 1 second to one minute,
such high variability aims at increasing players anxiety over the
waiting; initially, two aliens may arrive just a second away with
33% probability; then, arrivals will be completely at random; after
a given time, more than one shot might be required to kill aliens in
later levels (two shot s at l evel 2 , three shots at level 3, etc.); random
cool down periods between levels will increase anxiety and puzzle
players. Instructions: It is 1956 and you are the only p erso n left on
the face of the earth; you are in your bunker and watch the out side
world from your peep hole; the aliens are attacking and your only
chance is to kill them as soon as they are visible from your bunker
peephole.
Circle Wave. A circle appears and disappears at different po si-
tions on a touch screen. The player must keep her finger on the
screen and must avoid the circle by moving his finger, without ever
lifting it from the screen. The circle slowly grows in size as the
game progresses. T he game ends when either the player lifts the
finger from the screen or it touches the circle. Resources: a white cir-
cle and a to uch screen. We could use two contrasting color s for the
circle and the background. Level Design: Initially, the circle grows
slowly, covering most of the screen in around three seconds and
it shrinks until it disappears in around two seco nds. As the game
continues, the circle grows faster and shrinks faster. Instructions:
Keep your finger o n the screen and avoid the white circle.
Constellation. Constellation is a memory game inspired by the
popu lar game "connect the dots". White dots appear on the screen.
When a dot is hovered (using a finger o n a touch screen or a mouse
pointer), another dot starts flashing. When a dot it is no longer hov-
ered, it starts to fade out slowly. The last dot of the constellation
activates the first dot of constellation. Players must hover all the
dots, following a predefined sequence, as quickly as possible so
that when they reach t he last dot, all the constellation is blinking
at once. Resources: A display with two colors and an input system
(a touch screen or a mouse). Level Design: A constellation it’s a loop
of do t; level difficulty depends on the complexity of the shapes and
the t ime before hovered d ots disappear. T he faster dot that fades
out faster, define the minimum time required to complete the level.
The game should be a relaxed looping activity in which player
firstly discover the dot positions, then repeat the path to activate
the dots all together. Instructions: Hover near to the next flashing
dot to complete the constellation. Dot-A-Mole. The player must
captures the d ots appearing on a touch screen before they turn off.
When players touches a dot a sound is played. Resources: a pixel
(or a shape); two colo rs for the shape and the background; a sound
to notify that the target has been hit; a touch screen. Level Design:
a level consists of a given number of pixels; initially, the rhythm is
slow and steady; as the game progresses, the rhythm increases and
might b ecome irregular while the time the pixel is active decreases;
in each level, players mu st capture an increasing percentage of pix-
els. Instructions: Catch as many pixels as you can.
Follow. A pixel moves on the screen in a pseudorandom way, mov-
ing away from the player’s mouse pointer. The player must try
to stay as close as possible to the pixel. Resources: a pixel and a
mouse. Level Design: player score is based on the d istance between
the mouse pointer and the pixel. As the score increases, the pixel
moves faster. A game lasts for around two minutes. Instructions:
stay as close as possible to the escaping p ixel.
Hop! The game is inspired to children jump rope games. Two iden-
tical squares are positioned at a short distance from each other.
One, the avatar, is still; the other one, the obstacle, rotates around
its center. Initially the avatar is positioned to the right of the ob-
stacle. Players controls the avatar square using a key. Every time
they hit the key, the avatar jumps in the direction determined by
angle of the nearest side of the obstacle. So for instance, if p lay-
ers hit the key when the obstacle is at 9 0 degrees, the avatar will
jump vertically since the nearest obstacle side is vertical; if play-
ers blink their eyes when the obstacle is rotate at 45 degrees, the
avatar w ill jump with a 45 degrees direction to the left or to the
right, depending on the obstacle position. The goal of the game
is to jump back and forth from one side to the other side of the
obstacle as many times as possible. When players hit the obstacle,
the game ends. Resources: Two squares, one for the obstacle, one
for t he avatar. A palette of two color s. One key. Level Design: Each
level lasts for ten full obstacle rotations. Initially, the obstacle ro-
tates very slowly and only in one direction. Rotatio n speed slightly
increases with the subsequent levels. Rotation direction might also
change during one level, later in the game. Instructions: Press the
key to jump the diamond as many times as you can.
I a m the Fastest! When the output system notifies the beginning
of a match (for example, turning a pixel on or playing a sound),
two players take turns and have to press a key (or push a button)
as many times as possible before the output system notifies the
end of the turn (turning the pixel off or playing another sound);
a player’s score is computed as the number of times the key was
pressed during the match, minus the times it was pressed outside
the turn (so that it is inconvenient for players to start pressing the
key before and after their turn) the match ended. The player with
the highest score wins. Resources: An input system (a button will do
the job) and an output system (a pixel that turns on, a played sound,
a momentary vibration). Level Design: There is no level design. In-
structions: Who is the fastest? Take turns with a friend. When light
is on, push the button as many times as you can before the light
turns off; be careful, pushing the button when the light is off will
result in a penalty. At the end, the light will flash once, if the first
player has won; twice if the second player has won; three times in
case of a tie.
Kick The Engine. All engineers know that to make things work
sometimes t he best solut io n to kick it. In this minimalist racing
game, players must beat their car engine to make it go fast and
overtake opponents. Bu t not too fast, otherwise players might lose
the control of the car and be forced to stop. The screen shows the
car position in the race using a line of 15 pixels (from first to fifth-
teen) and a 4x4 pixels grid that represents the distance of next op-
ponent to overtake and the finish line as a checkered flag. Players
speed up by pressing a key (or tapping on an touch screen), the
One Pixel, One Interaction, One Game
speed decreases if players do not interact; players must keep an
adequate speed to overtake opponent while keeping the control
of the car. The grid gives players an indication of how fast they
should go to be able to overtake the opponent car: if the square
decreases in size, players should speed up; if the square increases
in size, players are getting near the opponent car and should b e
careful not too speed up to much and lose control of t he car. Re-
sources: 16 pixels to represent opponents and finish line; 15 pixels
to represent t he current car position in the race; 5 sound effects
(two for the start, one for the engine sound whose pitch should in-
crease with speed, one when the p layer loses t he co ntrol of the car,
one for passing the finish line), an input system (a key or a touch
screen). Level Design: Difficulty depends on the opponent b ehavior
that should be controlled by basic heuristics (for example, the rub-
ber band). Instructions: Press the key (or tap) to increase speed, do
nothing to slow down; racing fast for prolonged periods make the
car uncontrollable and forces it to stop and restart the engine. .-
.-.. .. ...- ." Players communicate with an astronaut (a non player-
character) on a damaged spaceship, lost in space. The astronaut
tries to contact someone using the only available mean of commu-
nication available, a binary signal, that is appears on the screen as
a single pixel which can be on or off. The player in an o perator
in a space station that has a Morse code table to decipher incom-
ing messages and a manual of the damaged spaceship with a map.
The astronaut sends messages that the player can replay if neede d.
The player reply u sing morse code by pressing a key. Like in well-
known text adventures, the player interact with the astronaut us-
ing basic verbs and composition of verbs and o bjects. The player
can cancel a message using another key. The astronauts also sends
short messages. The player wil l use the information in t he manual
to help the astronaut repair the ship to return to Earth. Resources:
A white pixel, a button to send Morse code, a rewind butt on to re-
play messages or cancel an outgoing message, and the manual of
the spaceship; sou nd effects should be added t o improve engage-
ment and immersion. Level Design: This is a text adventure with
a minimal and cumbersome mean of communication. Commands
should be simpl ified to ease communication using the shortening
used also in traditional text adventure in which "N" would corre-
spond to "Go North" and "O" would correspond to "Open". It should
be very short (b ecause of t he difficult co mmunication interface)
and mainly focused on creating empathy with the lost astronaut.
Instructions: Help the astronaut come home. Listen to the Morse
messages arriving from the damaged spaceship and use the manual
to send instructions that will help the astronaut repair the damage
and come home safe.
Simplified Fruit Ninja. A pixel is falling from the top of the
screen. The player must click on the pixel before this reaches the
bottom of the screen. Resources: A falling pixel, a controller to click
the pixel (mouse, touch, pad). Level Design: In the first l evel, just
one pix el appears at the top of the screen and it falls slowly. In the
next levels, the falling speed and the number of pixels increases;
additionally, there might be special pixels that players should not
select. Instru ctions: Click on the falling pixels, before they reach
the bottom.
Minimal W ipe Out. Players must collect a sequence of pixels that
fall down from the top of the screen toward the bo ttom. A pixel is
collected when it reaches the bottom of the screen inside a target
area, that is a small area in the middle delimited by using two pix-
els (one on the left and one on the right). The player can move all
the falling pixels on the screen at once, to t he left or to the right, in
order to make sure that the bottom one will fall into the t ar get area;
in addition she can also slow down the falling speed of the pixels.
At each moment of the game there w ill always be five falling pixels
on the screen, equally spaced on the y-axis of the screen, i.e., they
all fall with the same speed. As soon as a falling pixel is collected, it
disappears at the bottom of t he screen and a new one will appear
at the top. The game ends when one of the falling pixel reaches
the bottom of the screen outside the target area and thus it has
been lost. Resources: The game requires the presence of 5 pixels
that move from top to bottom and can be moved (all toghether) to
the right or to the left. The player actions will require three buttons:
one to move pixels to the right, one to move them to the left, and
one to slow down their falling. Finally, the target area at the bottom
of the screen shoul d be delimited using, at least, two fixed pixels.
Level Desig n: The Level Design is based on the following variables:
(i) the initial speed of pix els, (ii) the changes over time of the falling
speed, and (iii) the relative positions of the sequence of pixels (that
appear will appear at the top of the screen). The game allows both
a procedural design of the levels or a d eterministic design. In the
latter case, players can exploit their memory (to memorize the po-
sition of the pixel sequences) to improve their performance; in this
case, it is also possible to use color to make the sequence of pixels
more easy to memorize. Instructions: Move the falling pixels on the
screen toward left or right using the arrow keys in o rder to collect
them inside the target area at the bottom of the screen. You can
also use the brake button to slow down the fall of the pixels. Try
to resists as long as you can without loosing any pixel! Minima list
Shooting Hoops. The game is a minimalist wrap of a basketball
shooting race. Players must keep a key pressed to load the shot
and release it when the pixel lights up to mark the basket. Players
must score as many points as possible in a given time to move to
the next level. The start is announced by a single sound; a sou nd
is played when players score; the end of the game is announced
by a sound repeated three times. Resources: one pixel that can be
on or off, one sound, one key or button to be pressed. L evel Design:
Level d ifficulty is based on overall time available to the player, the
amount o f baskets needed to move to the next level, the amount o f
time before the pixel lights up. Instructions: a single sound marks
the start of the game; hold the key to charge t he shot and release
it when the pixel lights up to shoot hoops; score as many points
as possible b efore the time runs out; a cheering sound will accom-
pany every scored point; three repeated sounds mark the end of
the game.
One Voice. The player, represented as a circle, must dodge obsta-
cles and enemies using her voice. Squares represent obstacles while
diamonds represent enemies. The player can jump over enemies,
climb obstacles or sneak under them. Points are collecte d for jump-
ing over the enemies or sneaking under the obstacles. Resources:
Geometric shapes for circle, square, diamond; a microphone and
voice recognition software. Level Design: This is an endless run so
Lanzi and Loiacono, et al.
there is one level and difficulty increases over time. Initially, play-
ers will face an enemy and then an obstacles. Next, a se quence o f
enemies and obstacles will appear. Obstacles will form stairs that
player can cl imb to higher positions making it easier for the p layer
to jump over more enemies t hus collecting more points. Instruc-
tions: Just say "up", to start the game, climb obstacles, sneak below
them, and jump over enemies.
Overtake When the output system turn on, the headlights of a
car coming in the opposite direction; p layers have one second to
change lane by using the input system (by pressing a button or a
key); while holding the button, the players car will remain in the
overtaking lane; but they will have a split second to get back to the
main lane. Resources: An input system (a but ton, better if a steer-
ing wheel that presses the "button" when turns counterclockwise
over a certain point) and an output system (a pixel that turns on,
a sound, a vibrating system). Level Design: The frequency of in-
coming cars increases every t ime players complete a series of ten
overtakes. In stru ctions: You bet you can reach California by dawn;
go up on your fireball and dart as fast as possible on the highway,
put yourself o n the overtaking lane to let the other car s eat dust;
enjoy the breeze but beware that you little to re-enter the main
lane.
Pixelcraft Together. This is a multiplayer experience in which
each player controls a pixel of a unique color within a persistent
world. Players move their pixels using either touch (or a mouse);
tap (or holding a mouse button) will draw a pixel on the world
background. The world is a huge canvas w here players can draw
copies of their pixels. Will players communicate? How will they
do it? What will they create? Will the world be come a random
collection o f pixels or will p layers try to self-organize to create
something meaningful? After a given number of actions have been
performed or a given time has passe d, the world is saved in a
gallery. Resources: Multiplayer support with online storage, many
colorful pixels, a controller (to uch or mouse). Level Design: There
is no playable level, players will create it together. A cool down
perio d between pixels’ creation should be introduced. Optionally,
obstacles and tr ails that players should follow coul d be introduc ed.
cooldown between t he creation of one’s own pixel and another. In -
structions: Tap to move, hol d to leave a footprint. Purgatory Player
move a w hite light (represented as a pixel) on a screen of 20x20
pixels, using a device equipped with accelerometers, and must cap -
tures b lue lights (blue pixels) while avoiding red lights. Resources:
sources of colored lights; a device with accelerometers. Level De-
sign: the first level contains just a blue l ight (one blue pixel) and
a red one on a 20x20 pixels screen; the number of blue and red
lights increase in the subsequent levels making it more difficult to
reach the blue lights. Instructions: you are an angel of purgatory
who must recover all the souls that have managed to find peace;
move and tilt your device to the white light to recover all the blue
souls that are allowed t o reach the heavens; avoid al l the red sou ls
that are not yet ready to do so.
Quick Color. The screen displays a grid of pixels of different color;
the grid colors change at fixed time inter vals; the player must al-
ways select the only red pixel in the grid. Resources: a grid of col-
ored pixel, a target color, a pointer (touch or mouse). Level Design:
The first level consists of a 4x4 grid; colors change every 5 seconds;
as the game progresses, the grid expands and the time intervals
between color change is reduced. Instru ctions: pick the red pixel
before colors change.
Quick Reflexes. Two symbols appear on-screen: one is a direc-
tional arrow, the o ther one represents either the concept of equal
or opposite. Players must press, within a certain time l imit, t he
same arrow if associated with the concept of equal, the opposite
one, otherwise. Players have a maximum number of mistakes they
can do in each level, for example, by pressing the wrong arrow
or no arrow at all. The game ends when that limit is reached. Re-
sources: six symbols, four representing the directions, two for t he
concept of equal or opposite; a controller with four direction (a
keyboard or a pad). Level Design: a level consists of a number of
configurations presented t o players; level difficulty is based on the
number of allowed errors, the time available to press the correct
arrow, and the time before the next configuration appears. Instruc-
tions: Press the arrow in the same or opposite directio n depending
on whether the equale or o pposite concept is shown.
Ringtone Master. The game screen consists of ten pixels that can
be either black (when they are off), blue, or white (when they are
on). Each pixel corresponds to one of 0-9 digits of t he numeric pad.
Pixels tu rn on rhythmically, and pl ayers must press the correspond-
ing key on the numeric pad emitting a sound. Pixels will become
blue moments before turning white to give players t ime to prepare.
The series of sounds produced by following the rhythm imposed
by the pixels make up a song. Resources: ten pixels, ten sounds, and
a numeric keypad (keys 0-9). Leve l Design: a level is a sequence of
pixels that turns on following a given rhythm, allowing players
to play songs similar to those created with the composer software
of Nokia3310. Level difficulty depends on the rhythm complexity,
speed, and length of the melody. Instructions: Press the keys corre-
sponding to the pixels that turned white and keep the rhythm.
Rog. Players are adventurer that must sur vive a linear dungeon
they are exploring by fighting the enemies they meet. T he game
ends when pl ayers reach the dungeo n exit. The current player view
of the linear dungeon is represented by a character displayed on
the screen. For example, an A might represent a doo r (the entrance
of the dungeon); an I may represent a snake to defeat. Players
might have an external legend to decipher the meaning of the char-
acters or simply learn by trial and error without any additional re-
source. Players have only one action (a key or a button to press).
Combat works as follows. P layers have only one stat istics, the en-
ergy, that works both as a measure of attack force and life points.
When players keep the key pressed, they consume energy, the longer
they keep the key pressed the higher the energy they consume.
Players’ energy is represented by an ASCII extended character,
with a value equal to the corresponding ASCII code (therefore be-
tween 0 and 255). The expended energy is shown o n-screen as it
is consumed. For every encounter, a random number is generated
(based on the type of enemy) and shown to the player. If the energy
that the player has invested in the attack is lower than the random
number, the enemy is defeated and the player can continue to the
next encounter. Otherwise, the player lo ses the invested energy
and must attack again. When the players energy falls below 32 (the
One Pixel, One Interaction, One Game
limit of visible ASCII characters), the adventurer dies. There might
be elements in the dungeon that help the player (for example, a
healing potion can restore energy). This combat mechanics recre-
ates the push-your-luck experience of rogue-like games, pushing
players to balance the amount of energy to invest in an attack, in
the most efficient way possible, with a certain d ose of luck to con-
sider. Resources: one A SCII character on-screen for the encounter;
one for the energy invested in the attack; one for the current en-
ergy; one key. Level Design: It follows the typical structure of rogue-
like games presenting to players increasing powerful enemies and
new elements such as traps, potions, and o bstacles. In stru ctions:
Escape from the Dungeon; push the button to proceed; hold the
button down to decide how much energy to use to attack enemies.
If the energy expense is greater than the enemy at tack, the enemy
is defeated. If your energy drops to " ", you lost.
Role Pixel Game. In this minimalist role playing game, four pix-
els on the screen show the character’s equipment (gray if common,
blue if epic, orange if legendary, with associated a health value,
damage, and percentage of increasing dodging), the health of the
character (green, yellow, or red), the presence and level of the mon-
ster in the room (using the color coding used for the equipment),
and finally the presence and type of treasure in the room (equ ip-
ment or health potion Indicated by red color) or exit (white). Play-
ers can move to another room (using the four arrows to move in
the corresponding cardinal direction), collect a treasures and po-
tions, or attack. Players’ score is based on the number of explored
rooms, enemy killed, treasures, and equipment collected. Resources:
four pixels and seven sounds for the steps or door that closes at
the entrance in a room; the player’s successful at tack and dodging;
the damage received successful attack; collecting the room content,
and victory. One input to hit and collect , four cardinal directions
(arrows on a keyboard or swipe on a touch screen). Level D esign:
The difficulty increases with an increasing number of enemy en-
counters, fewer potions, and a greater number of mandatory fights.
Instructions: Explore the dungeon moving in the four cardinal di-
rections to enter new rooms; press a key to attack and collect dun-
geon treasures, make sure you improve your equipment to face
increasingly strong enemies and get healthy and except for exit.
See(D) Me Grow. Player plant a seed (a brown pixel) touching the
screen. The seed blossoms over time (indicatively in half the pix el
beco mes green), the longer the time the player spend watching
the plant grows, the higher the probability that a rare flower will
bloo m (represented as a rare pixel color). Resources: a pixel, two
sounds (one for planting, one for blooming), a touch screen. Level
Design: Levels might involve increasing interaction wit h t he seed
to make it bloom or to avoid w it hering. Instructions: Tap the screen
to plant a seed, tap again to collect the blossomed flowers.
Talking Robot. At the beginning, the computer emits a series of
sounds representing all the letters of the alphabet in sequence from
A to Z. Players must find a way to annotate the mapping between
letters and sounds. Next, the computer emits a series of complete
sentences, using the same sound-based coding like a sort of R2-
D2. Players must decipher the sentences and annotate the sol ution
(on a piece of paper or a notebook). Finally, the computer show
the solution (it could pr int it on screen or play it as audio) and
players must chec k how well t hey de ciphered t he messages. There
is no explicit score but just the players self evaluation of their own
performance. Resources: there is not input just audio output; paper
and pencil for the taking notes; a way to show the solution which
could be player using the same audio or printed on screen. Level
Design: the game starts with very short sentences that can increase
in length when p layers move to the next level; reproduction speed
might increase and the number of the sentence repetitions played
may dec rease to increase the difficul ty. Instructions: Listen to the
26 sounds representing the letters of the alphabet from A t o Z and
find a way to remember what sound is associated to each letter;
next, a sentence will be played several times; decipher it before it
stops being repeated.
The Key A sequence of letters appears on screen, one at a t ime,
and players must press the correct key as quickly as possible. Re-
sources: a device with a keyboard to enter all the letters from A to Z
and the digits from 0 to 9 (a computer or a mobile device with a soft-
ware keyboard). Level Design: a l evel consists of a sequence of ten
symbols. The first l evel asks pl ayers to press the key correspond-
ing to the same symbol appearing on the screen. In the following
levels, players may be aske d to p ress the next or previous symbols
of the one appearing on screen; the time available to press the key
might also be reduced. Instructions: press the same symbol for the
first level, and press the following/preceding symbol for the next
ones.
They Never Stop. Players shoot advancing enemy pixels they are
advancing. Enemies change their state periodically switching be-
tween an invincible state, a normal state and a b rief vulnerable
state. Bullets recharge slowly and there are at most t hree live bul-
lets at once. Thus, players must carefully decide when to shoot en-
emies to hit them in their vul nerable state and not wasting b ullets
when they are invincible. Resources: two pixels for player and the
enemy, four colors, a key to press (or butt on). Sound and music to
make it a complete rhythm game. Level Design: one level lasts for
around two minutes and the speed of enemies and their spawn rate
increases when players step to the next level. Instructions: Press the
key to shoot the enemies when they are most vulnerable; do not
waste bullets on invincible enemies.
To Be Or Dot To Be. The game is a minimalist interpretation of
the classic Frogger. A pixel is positioned at the lower edge of the
screen. Players use a key to make the dot move of a xed amount.
In t he middl e of the screen there is a row of 5 dots that moves hori-
zontally: first from left to right and then from right to left. Players
have to guide their pixel to the other side of the screen by crossing
the line of moving pixels, without hitting the moving pixels. Re-
sources: A pixel to use as the player character and for the moving
line of pixels; two colors, one for the background and one for the
dots; a key. Level Design: Each level requires players to guide five
pixels across t he screen. Initially, line of pixels moves slowly at a
constant pace. Every time a pixel crosses the screen it is added to
the moving line, becoming an obstacle for the next dot. So the sec-
ond level will contain two lines of five dots each, the initial ones
with the pixels that crossed in the first level. The two lines move in
oppo site directions. Instructions: Bring the pixels across the screen
without hitting the moving lines.
Lanzi and Loiacono, et al.
7 DISCUSSION
The game designs we included in the previous section provide a
good overview of the variety of themes and mechanics of the con-
cepts we received. There are games that are purely reactive (e.g.,
Dot-A-Mole and Quick Reflexes), involve chasing (e.g., Follow), idle/waiting
(e.g., See(D) Me Grow), memory (e.g., Constellation), quick reaction
(e.g., The Key, Quick Color, and Quick Reflexes), experiential (e.g.,
Pixelcraft Together), and multiplayer (e.g., I am the Fastest! and Pix-
elcraft Together). Some mechanics are well-know (e.g., One Voice
has a rather typical mechanics with an experimental voice-based
control); some are the same use d in C64 and Apple II games (I Am
Fastest has the same mechanics of race track events on old Olympic
video games). The combat mechanic of Rog recreates the push-
your-luck used in several tabletop games. Hop! is inspired to the
children jump rope games. Several games are based on the play-
ers’ memory (e.g., Talking Robots, Constellation), others requires
planning abilities (e.g., 3.. 2.. 1.. Go! and Kick the Engine), most of
the are purely reactive. Note however that, some reactive games
can be made memor y-based through level design. For example, Cir-
cle Wave could become memory based by making the sequ ence of
circle waves deterministic which would be equivalent to asking
players to learn the waves’ behavior (similarly to what is done in
Constellation). There is also a wide variety of genres. There are rac-
ing games (e.g., Minimal Wipe Out, Overtake, and Kick The Engin e),
rhythm games (e.g., Ringtone Master and ), platformers (e.g., One
Voice), role-playing games (e.g., Rog and Role Pixel Game), casual
games (e.g., Minimal Fruit Ninja), adaptation of arcade games (e.g.,
They Never Stop and To Be Or Dot To Be), and experimental (e.g.,
Talking Robot). Some games are completely abstract (e.g., Hop!, Fol-
low and Constellation), others are grounded in specific themes. It
is interesting to note that, in terms o f score system, most are win-
loss games that challenge the player to complete as many level as
possible, so me have a scoring system, while others are compl etely
experiential (e.g., Pixel With Friends and See( D) Me Grow).
If we analyze them using four criteria considered in [18] (sys-
tem, control, visual, aural ), we note that all games have minimalist
systems with a very limited set of choices that may enable purely
reactive behavior as well as planning (e.g., 3.. 2.. 1.. Go!) or deep
gameplay using additional material in .- .-.. .. ...- ."). At control level,
there is a neat distinction between games using keys or buttons
and those nee ding a touch interface (which can in some cases re-
placed by a mouse p ointer). Ten years ago, when minimalist game
design movement started to get momentum [18], touch interfaces
were in their infancy and several minimalist games were initially
design for the keyboard and then upgraded t o touch [5, 24]. Today,
touch interface has become a commodity and thus several design-
ers view it as minimalist. If we cross data of designers’ age and
the use of touch interface, we note that older designer tended to
stick to the key and button approach whereas the touch interface
was suggested mainly by younger designers.
1
Visually, all games
are c ompletely abstract. In aural terms, designers have used sound
effects to reinforce the narrative (e.g., Kick the Eng ine and Mini-
malist Shooting Hoops); most designers used sounds for providing
1
We chose to leave the concepts anonymous and not to include any data about the
age or other characteristics of the designers to avoid any sort of bias in the reader and
for obvious privacy reasons.
feedback while others made sound the main subject of the game
(e.g., Talking Robot).
The concepts highlight the important role of narrative even in
minimalist games. Two games, Aliens Attack from Deep Space and
Minimalist Shooting Hoops, at the system level, are identical to the
basic example games that were given in the invitation we sent to
designers. The former asks the player to shoot the alien as soon
as it becomes visible through the peephole (which is identical to
the basic example game in Section 6); the latter asks the player to
charge the shot b y keeping the key pressed until the pixel turns
on (which the same game with inverted control discussed in Sec-
tion 6). However, the narratives that the designers have created
around the same mechanics make the games feel completely dif-
ferent. Narrative is also used to create depth in a game wit h a cum-
bersome communication interface like .- .-.. .. ...- ." in which the
use of a p rinted manual may make it less minimalist but, at the
same time, increase complexity, immersion, and depth.
8 CONCLUSIONS
We presented an experiment on minimalist game design. We started
from an example of the most straightforward game we could de-
sign (involving just one p ixel and one interaction). We sent ou r
minimalist game to students and professional game designers and
challenged them to create original games using the least amount
of visuals and user interaction. We did not impose any constraints;
we just provided our simple game as inspiration. We received more
than 1 20 game concepts and presented some of them in this paper
discussing the vision of Minimalist Game Design [18] t hat tran-
spire from the concepts, ten years after the seminal paper by Nealen
et al. [18] started the discourse on minimalism. We performed sev-
eral analysis on the design documents we received to search for
patterns and semantic structures. We applied a wide variety of well-
known text mining techniques including word embeddings, topic
modeling, and text clu stering [2, 7, 9, 10]. However, our analyses
did not revealed interesting patterns; our results suggest that this
is probably due to the relatively small number of concepts and the
conciseness of the descriptions. We believe our experiment can be
an interesting tool for teaching the essence of game design to stu-
dents. Accordingly, we plan to propose the challenge again next
semester to the incoming game design students. We consider this
an ongoing experiment and we hope t hat increasing the amount
of concepts will enable us to do more advanced analysis on the
design documents in the future. We also welcome submissions of
new minimalist design concepts from anyone interested in partic-
ipating using the form at https://forms.gle/uPk1aWkx9Gr9kVgk9.
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