The Rules We Break: What Eric Zimmerman Teaches Us About Game Design
Podcasts
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November 11, 2025





If you’ve ever wondered why some games feel endlessly engaging while others fall flat, Eric Zimmerman probably has the answer. He’s been making, teaching, and writing about games since the 1990s, and his work spans cult hits like Sissy Fight, the breakout success of Diner Dash, and his teaching role at the NYU Game Center. He’s also the author of The Rules We Break, a book that turns the art of game design into something anyone can learn. Lewis Ward and I had the chance to sit down with Eric on Player Driven and the conversation covered everything from rapid prototyping to the ethics of addictive design. Here are some of the biggest takeaways from our discussion.
Why iteration beats perfection
Eric’s number one lesson for anyone interested in game design is simple. Make something playable as soon as possible. In his words, a prototype isn’t the end of the process, it’s the beginning.
He pushes his students at NYU to start with paper, dice, or even sticky notes. The point is not to create a polished product but to get an idea in front of players quickly. The faster you can test, the faster you can see what works, what fails, and what needs to change.
For indie developers especially, this advice is gold. Don’t wait for the perfect art asset or final build. Get something into people’s hands and let their reactions guide the design.
Feedback is more than surveys
If iteration is the first step, feedback is the heartbeat of design. Eric explained how observing players is as important as listening to them. Body language, engagement levels, and even moments of distraction tell you more than a written survey ever will.
He gave the example of Balatro, a roguelike poker game that’s hooked thousands of players. What makes it compelling is not just the poker mechanics but the way it layers multiple loops of feedback. Opening a pack, building a deck, surviving a round, climbing through levels—each loop feeds into the next. Every choice feels meaningful, and that meaning keeps players coming back.
When design crosses into addiction
The conversation took a thoughtful turn when we talked about the ethics of design. Eric acknowledged the reality of dark patterns, from energy gates to manipulative microtransactions. These mechanics can drive short-term revenue but at the cost of player trust.
He pointed out that designing games always involves playing with human desire. That isn’t necessarily bad, but it comes with responsibility. Some games use dopamine loops to enrich play. Others exploit them. The difference often comes down to intent.
As Eric put it, game design is never neutral. The choices you make as a designer reflect not just mechanics but values.
What Diner Dash really taught us
When we shifted to Diner Dash, Eric laughed about one of the biggest surprises of his career. The game was supposed to be easy and accessible, a lighthearted introduction to gaming for a broad audience. Instead, it turned out to be brutally difficult.
And that difficulty was part of the reason it stuck. It challenged players more than they expected, and many embraced the mastery curve. For Eric, it was a reminder that a “casual” game doesn’t have to be simple to find a mass audience.
The Rules We Break and learning through play
Eric’s book The Rules We Break is built around exercises that teach design by doing rather than by reading theory. One example is “Die vs. Die,” an activity where players design custom dice to beat one another. It’s fun, social, and hands-on, but it also teaches probability in a way that a lecture never could.
This approach reflects his larger belief that game design is not just a professional skill. It’s a literacy. Understanding systems, rules, and iteration is as important for entrepreneurs and educators as it is for developers.
Monopoly’s misunderstood story
Toward the end of our talk, Eric dove into Monopoly. Most people see it as the ultimate game about capitalism, but its origins are very different. The original design, called The Landlord’s Game, was meant to critique inequality and show the dangers of property hoarding.
Over time, that message was flipped. The modern version celebrates monopolistic success rather than warning against it. For Eric, that irony shows how games evolve alongside culture and why understanding their history matters.
Key lessons for designers and creators
After an hour with Eric Zimmerman, a few ideas stood out:
Start with prototypes and don’t wait for perfection
Watch how players behave, not just what they say
Recognize when engagement tips into exploitation
Difficulty can be a strength, even in mass-market games
Game design is a literacy that applies far beyond games
Final thoughts
Eric Zimmerman has spent his career exploring why games matter and how design shapes not just entertainment but culture. His insights are valuable whether you’re an indie developer, a LiveOps manager, or simply someone curious about systems and creativity.
If you want to dive deeper, check out The Rules We Break and Eric’s work at the NYU Game Center. And if you’re ready to explore more conversations about the business of games, subscribe to Player Driven.
Why iteration beats perfection
Eric’s number one lesson for anyone interested in game design is simple. Make something playable as soon as possible. In his words, a prototype isn’t the end of the process, it’s the beginning.
He pushes his students at NYU to start with paper, dice, or even sticky notes. The point is not to create a polished product but to get an idea in front of players quickly. The faster you can test, the faster you can see what works, what fails, and what needs to change.
For indie developers especially, this advice is gold. Don’t wait for the perfect art asset or final build. Get something into people’s hands and let their reactions guide the design.
Feedback is more than surveys
If iteration is the first step, feedback is the heartbeat of design. Eric explained how observing players is as important as listening to them. Body language, engagement levels, and even moments of distraction tell you more than a written survey ever will.
He gave the example of Balatro, a roguelike poker game that’s hooked thousands of players. What makes it compelling is not just the poker mechanics but the way it layers multiple loops of feedback. Opening a pack, building a deck, surviving a round, climbing through levels—each loop feeds into the next. Every choice feels meaningful, and that meaning keeps players coming back.
When design crosses into addiction
The conversation took a thoughtful turn when we talked about the ethics of design. Eric acknowledged the reality of dark patterns, from energy gates to manipulative microtransactions. These mechanics can drive short-term revenue but at the cost of player trust.
He pointed out that designing games always involves playing with human desire. That isn’t necessarily bad, but it comes with responsibility. Some games use dopamine loops to enrich play. Others exploit them. The difference often comes down to intent.
As Eric put it, game design is never neutral. The choices you make as a designer reflect not just mechanics but values.
What Diner Dash really taught us
When we shifted to Diner Dash, Eric laughed about one of the biggest surprises of his career. The game was supposed to be easy and accessible, a lighthearted introduction to gaming for a broad audience. Instead, it turned out to be brutally difficult.
And that difficulty was part of the reason it stuck. It challenged players more than they expected, and many embraced the mastery curve. For Eric, it was a reminder that a “casual” game doesn’t have to be simple to find a mass audience.
The Rules We Break and learning through play
Eric’s book The Rules We Break is built around exercises that teach design by doing rather than by reading theory. One example is “Die vs. Die,” an activity where players design custom dice to beat one another. It’s fun, social, and hands-on, but it also teaches probability in a way that a lecture never could.
This approach reflects his larger belief that game design is not just a professional skill. It’s a literacy. Understanding systems, rules, and iteration is as important for entrepreneurs and educators as it is for developers.
Monopoly’s misunderstood story
Toward the end of our talk, Eric dove into Monopoly. Most people see it as the ultimate game about capitalism, but its origins are very different. The original design, called The Landlord’s Game, was meant to critique inequality and show the dangers of property hoarding.
Over time, that message was flipped. The modern version celebrates monopolistic success rather than warning against it. For Eric, that irony shows how games evolve alongside culture and why understanding their history matters.
Key lessons for designers and creators
After an hour with Eric Zimmerman, a few ideas stood out:
Start with prototypes and don’t wait for perfection
Watch how players behave, not just what they say
Recognize when engagement tips into exploitation
Difficulty can be a strength, even in mass-market games
Game design is a literacy that applies far beyond games
Final thoughts
Eric Zimmerman has spent his career exploring why games matter and how design shapes not just entertainment but culture. His insights are valuable whether you’re an indie developer, a LiveOps manager, or simply someone curious about systems and creativity.
If you want to dive deeper, check out The Rules We Break and Eric’s work at the NYU Game Center. And if you’re ready to explore more conversations about the business of games, subscribe to Player Driven.
Why iteration beats perfection
Eric’s number one lesson for anyone interested in game design is simple. Make something playable as soon as possible. In his words, a prototype isn’t the end of the process, it’s the beginning.
He pushes his students at NYU to start with paper, dice, or even sticky notes. The point is not to create a polished product but to get an idea in front of players quickly. The faster you can test, the faster you can see what works, what fails, and what needs to change.
For indie developers especially, this advice is gold. Don’t wait for the perfect art asset or final build. Get something into people’s hands and let their reactions guide the design.
Feedback is more than surveys
If iteration is the first step, feedback is the heartbeat of design. Eric explained how observing players is as important as listening to them. Body language, engagement levels, and even moments of distraction tell you more than a written survey ever will.
He gave the example of Balatro, a roguelike poker game that’s hooked thousands of players. What makes it compelling is not just the poker mechanics but the way it layers multiple loops of feedback. Opening a pack, building a deck, surviving a round, climbing through levels—each loop feeds into the next. Every choice feels meaningful, and that meaning keeps players coming back.
When design crosses into addiction
The conversation took a thoughtful turn when we talked about the ethics of design. Eric acknowledged the reality of dark patterns, from energy gates to manipulative microtransactions. These mechanics can drive short-term revenue but at the cost of player trust.
He pointed out that designing games always involves playing with human desire. That isn’t necessarily bad, but it comes with responsibility. Some games use dopamine loops to enrich play. Others exploit them. The difference often comes down to intent.
As Eric put it, game design is never neutral. The choices you make as a designer reflect not just mechanics but values.
What Diner Dash really taught us
When we shifted to Diner Dash, Eric laughed about one of the biggest surprises of his career. The game was supposed to be easy and accessible, a lighthearted introduction to gaming for a broad audience. Instead, it turned out to be brutally difficult.
And that difficulty was part of the reason it stuck. It challenged players more than they expected, and many embraced the mastery curve. For Eric, it was a reminder that a “casual” game doesn’t have to be simple to find a mass audience.
The Rules We Break and learning through play
Eric’s book The Rules We Break is built around exercises that teach design by doing rather than by reading theory. One example is “Die vs. Die,” an activity where players design custom dice to beat one another. It’s fun, social, and hands-on, but it also teaches probability in a way that a lecture never could.
This approach reflects his larger belief that game design is not just a professional skill. It’s a literacy. Understanding systems, rules, and iteration is as important for entrepreneurs and educators as it is for developers.
Monopoly’s misunderstood story
Toward the end of our talk, Eric dove into Monopoly. Most people see it as the ultimate game about capitalism, but its origins are very different. The original design, called The Landlord’s Game, was meant to critique inequality and show the dangers of property hoarding.
Over time, that message was flipped. The modern version celebrates monopolistic success rather than warning against it. For Eric, that irony shows how games evolve alongside culture and why understanding their history matters.
Key lessons for designers and creators
After an hour with Eric Zimmerman, a few ideas stood out:
Start with prototypes and don’t wait for perfection
Watch how players behave, not just what they say
Recognize when engagement tips into exploitation
Difficulty can be a strength, even in mass-market games
Game design is a literacy that applies far beyond games
Final thoughts
Eric Zimmerman has spent his career exploring why games matter and how design shapes not just entertainment but culture. His insights are valuable whether you’re an indie developer, a LiveOps manager, or simply someone curious about systems and creativity.
If you want to dive deeper, check out The Rules We Break and Eric’s work at the NYU Game Center. And if you’re ready to explore more conversations about the business of games, subscribe to Player Driven.
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