6 Bluey Episodes Every Game Designer Should Watch

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If you have a kid, or nibling, or child you are regularly in contact with, or even just walk through the children’s section at a clothing store, you’re probably aware of Bluey (this is stating it lightly).

I’ve been enamored with the show as much as the next guy – it’s got short episodes, layered with good writing and themes, and it’s worlds better than the vast majority of current kids tv. But there’s a conversation I keep having about Bluey that I decided to finally document: the show has lessons about play and game design in it.

I think this is largely due to the show being about parenting and existing as a child. Play is how kids learn! Play is maybe not exactly 1:1 with a board game or ttrpg, but there are many principles that are the same (and frankly, people far more versed in game theory than I have written about the importance of childhood playground principles in games).

Really, you can just watch the whole series for a thesis on play (at 10 minutes each with one notable exception, binging the whole thing would take 26ish hours), but assuming you won’t, these are the episodes I’d suggest a game designer unfamiliar with the show watch to get some of the best-distilled advice about play from.

Shadowlands (S1, E5)

“That’s why you can’t change the rules – because the rules make it fun!”

Bluey and her friends Snickers and Coco are playing at the park. We see Coco playing games technically by the rules, but not in the spirit of them, right off the bat, with Bluey and Snickers clearly frustrated. As they switch to a game called Shadowlands, Coco continually suggests changing the rules to make things easier instead of navigating the challenges, but Bluey insists that she can’t change the rules. Eventually, the kids conclude that the rules make it the game fun.

The takeaway: Rules and restriction challenge us and breed creativity. Games aren’t necessarily about doing things the easy way. Examining why the rules we write reinforce the desired play experience or outcome can help mitigate the potential for ignoring or bending rules. Be firm in how you want the game to be played!

Driving (S3 E20) explores this idea as well, with a time limit on the game Mum and Bluey play.

Octopus (S2, E40)

“How about we can say, ‘Yes! This octopus does that.'”

Bluey and her friend Chloe are playing a game called Octopus with Bluey’s dad, having tons of fun. When Chloe tries to play the game with her dad, they have a disagreement about what the octopus is allowed to do. Ultimately, they reach a compromise that makes the game fun for everyone and adds a dynamic element to it.

The takeaway: I could say something about compromises in play, and while that’s important for a designer to be aware, the thing that sticks with me from this episode is that hacking games is fun! Different people want different levels of complexity. Realism matter more to some people than others. Set expectations with your game about whether there is room for alterations to gameplay, and consider including a guide to calibrating the game for the desired experience. (Yes, I am saying this after I just said rules are there to make the game fun – so are optional rules and guidance for rules adjustment!)

Bluey does this theme of “compromising during play” a lot. See also: Grannies (S1 E28), Circus (S2 E33), Library (S2 E30), Helicopter (S2 E25), Spy Game (S1 E13), Shops (S1 E23), Neighbours (S1 E47).

Muffin Cone (S2, E43)

“This is gonna make it hard to play Sandwich Shop.”

Bluey and Bingo have a playdate with Muffin, who has to wear a cone. Because the cone limits her visibility, the girls are unable to play Sandwich Shop. They brainstorm together and come up with games that can be played that incorporate the cone so Muffin can be included.

The takeaway: Accessibility is fun. Simple as. Your game doesn’t HAVE to be accessible to all people, but I urge you to consider the limitations people might have when playing a game. Tailor your safety calibration tools. Make note of the necessary materials and actions. Provide accessible (read: plain-text, audiobook, etc) versions of your game when possible.

Bluey tackles safety discussions specifically in Yoga Ball (S1 E16). Accommodations for specific players is addressed in Charades (S2 E11).

Trampoline (S1, E33)

“What’s going to happen?” “I don’t know. Ready?”

Bluey and Bingo don’t want Dad to leave for work, so they rope him into a series of elaborate trampoline games. When Dad finally says he has to go do his job, he tells Bluey her job is making up games. She returns to Bingo and invents a whole new game, seeing what happens when they put the hose under the trampoline.

The takeaway: Experimentation is important – maybe the most important part of game design. Playtest, write something new, playtest again, revise, brainstorm, playtest some more. Keep trying things until the result is fun. That is, to me, the big joy of making games: sometimes things don’t work, but sometimes they do! Figuring out if they do or don’t is fun.

Stumpfest (S2, E6)

“They’re ripping up stumps! That’s not playing.” “Are you sure?”

Bluey’s Dad, her Uncle Stripe, and Lucky’s Dad are ripping up stumps in the backyard. Bluey, Bingo, and Muffin are using one of the stumps as their nail salon. Bluey is mad about having her game interrupted, but she realizes that Dad and his friends are playing in their own way.

The takeaway: Play can look wildly different for everyone. Your game cannot and should not be for absolutely everyone, and that’s okay. Once your game is in the hands of the players, it is out of your hands how they play.

This is another theme that gets a fair bit of screen time. See also: Early Baby (S1 E40), Wild Girls (S3 E44), Space (S3 E34).

Typewriter (S2, E49)

“Please can you pretend that they’re pretend real?”

Bluey is playing with a typewriter at school but joins her classmates for storytime. When the story concludes, she can’t find the typewriter. She goes on a quest with her friends to find the teacher, pretending along the way that she has a shield to defend against her classmates’ pretend arrows. The teacher doesn’t give her the typewriter; instead, she encourages Bluey to pretend she has a typewriter.

The takeaway: Imagination is key in tabletop games. Props are fun – I love a prop as much as the next guy (more, maybe, if you’re letting me destroy the prop). But the key is what you pretend with them. Suspending your disbelief to play pretend with your friends is what it’s all about. Consider what leaps of imagination are necessary for your game: can props help facilitate that, or will they be an unwelcome limitation?

Bluey’s imagination with vague props is also on display in Flatpack (S2 E24).

If you’ve got an episode you think I missed in this list, drop it in the comments! I hope if you’ve read this far, even if you don’t check out the show, you look for inspiration for your game design methodology in children’s media and books – nothing like going to the source for play references! Every day I relearn play from my toddler, and it is a joy to do so and to think about games on his terms.

Cheers, LT