Definition
Neuro-game design is the emerging approach of game design with non-deterministic, connectionist systems. It allows game designers to come up with game concepts at a scale that would have been judged unreasonable only a few years back. It allows for open-ended choices, generative content, and adaptive gameplay. But it can be a double-edged sword, for it forces the game designer to deal with increasing complexity as many such connectionist “black box” systems interact with one another, and as external interactions may make those systems behave in unpredictable ways. For this reason, neuro game design has to be “guided”, or should I say “steered”, with broader intentions than classic game design. What I call the aesthetic intents in the Ludic Framework.
Explanation
Why “neuro”. Neuro because neuro game design deals with connectionist emergent systems: the emphasis is not on AI but on the interaction between systems.
What it is not. Making a classic 2D platformer game with generative AI is not neuro game design, it is merely game design assisted with connectionist systems. Using connectionist systems to generate the rest of the level on the basis of how a player plays that platformer, on the other hand, is neuro game design. There is a notion of feedback loop in neuro game design.
Steering. The Ludic Framework as amended in my thesis is a good start, but I would advise a game designer to be more and more cultured in cybernetics as they get deeper in production with such systems. Especially to catch interactions between ludics and emergent mechanics early on in production. This is why the Ludic Framework advocates for this large-to-minute approach. Of course, in the era of AI-assisted development, using AI to detect and catch those emergent mechanics, and to decide what is a bug and what is a feature, might be increasingly necessary as a neuro-game grows in complexity.
Example
Creatures (Creature Labs, 1996) was literally a game using a dynamic neural network as its main game mechanic. A bit early, and it is unclear how much the creatures actually learnt from the player, but in the intent it was neuro game design.