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DiGRA
Jess Uhre Rahbek positions autoethnography as a subjective alternative to structuralist frameworks such as C-K Theory.
"Beyond the Rulebook: An Autoethnographic Journey into the Craft of Game Design" presents an autoethnographic study into the practical application of game design principles, aiming to bridge the gap between theoretical understanding and the iterative, often subjective, process of creation. The core thesis posits that game design is a "messy" and embodied craft, best understood through personal experience and reflective practice. The study's scope is focused on the design of an abstract strategic board game, incorporating RPG-like leveling and a ball-based objective, serving as a detailed case study for the broader argument.
A key finding illustrates the iterative nature of design, where an initial core mechanic involving five dice as action points led to a "defensive dominant strategy" and excessive rule complexity, causing temporary project abandonment. Critical consultation with an external expert, Gordon Calleja, proved instrumental in resolving these issues. Significant design changes included reducing the board size, concealing dice rolls, and fundamentally altering the dice function from action points to dictating movement patterns. These adjustments were crucial in transforming a flawed concept into a cohesive and playable game.
The study highlights a "eureka moment" in design, where simplifying core mechanics—specifically, reducing board size and replacing action points with movement shapes—resulted in a more natural and engaging gameplay experience, negating the need for intricate secondary rules. This process underscores the pursuit of "beauty" and "elegance" in rules, defined by their capacity to harmoniously shape player agency and foster a cohesive system, aligning with Sicart's aesthetics of rules. The overarching conclusion advocates for autoethnographic, research-through-design methodologies as a vital approach to capturing the interwoven, embodied, and often intuitive nature of thinking and making in game design practice.
Jason Schreier · 2026