Game Design

the game design of taskmaster

Taskmaster.  The incredibly popular British panel game show pits five comedians against each other in a series of ludicrous tasks, and has gained a massive following around the world.  Going into its eighteenth series this autumn, the original television series devised by Alex Horne has spawned international versions, multiple podcasts, a board game, a VR game and a very passionate fanbase, all with no sign of stopping anytime soon.

In this series of blog posts, I am going to be analysing the game design principles behind the British television show Taskmaster.  I will be breaking down specific game design concepts in relation to various tasks, so that you can gain an appreciation for the show from a game design perspective, and maybe learn a thing or two about game design as you enjoy watching the series.

A couple of caveats.  One, Taskmaster is not a game.  While there are elements of “game” in the tasks, Taskmaster is first and foremost designed as a television programme.  In fact, that’s a great jumping-off point for the first post in this series.

Also, I am not claiming that anything I write is how or why the tasks were designed.  Insights in this blog series are from my observations watching Taskmaster and knowledge of game design theory and practice.

As a game designer, it’s a lot of fun watching Taskmaster.  This blog series is an attempt to use Taskmaster to explain game design principles in an interesting and easy-to-understand way.  I hope you’ll find reading it fun, too.

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The Game Design of Taskmaster

The series of articles can be read in any order.  New posts will be linked in the list below.

  1. Taskmaster: Fun to Watch vs. Fun to Play
  2. Taskmaster: Indirect Control
  3. Taskmaster: Choosing the Same Thing as Another Contestant
  4. Taskmaster: Meaningful Choices