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Eludamos: Journal for Computer Game Culture
The article asks whether playfulness can be intentionally designed, using the survival-crafting game Astroneer as its case study.
Bódi's article asks whether playfulness can be intentionally designed, using the survival-crafting game Astroneer as its case study. Its central framework treats agency, understood as the possibility space for meaningful player action that a game's design affords and constrains, as the analytical lens through which playful design can be examined. Drawing on Murray and Salen and Zimmerman, the argument holds that meaningful play emerges from a relational feedback loop in which players can perceive the outcomes of their actions and see them integrated into the game world. The study responds to Stenros's call to investigate how specific design constructs entice play.
The analysis situates Astroneer's open-ended goals and creative problem solving within paidic, exploratory play rather than ludic, rule-bound and win-oriented play, following Caillois and Frasca. Two design decisions are identified as central to this character. Procedural content generation, built on noise-based terrain combined with artist-designed biomes, balances novelty against familiarity and supports experimentation. A diegetic interface, which the developers deliberately shaped to evoke the tactile pleasures of physical toys, reduces the sense of distance between player and game. The author finds that these choices broaden the player's latitude in approaching challenges, though paidic qualities may be confined to particular systems rather than pervading the whole game.
The article concludes that playfulness can, to a meaningful degree, be designed. The evidence rests on a paratextual corpus of developer live streams, blogs, interviews, and conference talks spanning roughly 2015 to mid-2019, assembled because the game industry is notably secretive about design intent. The author acknowledges that much of this material is promotional and must be interpreted cautiously, so the findings reflect developers' stated intentions as much as independently verified player experience.
DiGRA · 2025