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Core Game Design Principles Print

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What makes play work.

WHAT A GAME NEEDS

A goal the player understands Meaningful choices Feedback on those choices Obstacles requiring skill or thought A reason to continue

WHAT A MEANINGFUL CHOICE IS

One where the options have different consequences, and the player can reason about them.

WHAT AN UNMEANINGFUL CHOICE IS

One with an obviously correct answer, or no discernible difference.

WHY THAT MATTERS

Unmeaningful choices are work without engagement.

WHAT FEEDBACK MUST DO

Tell the player what happened and why, immediately.

WHAT HAPPENS WITHOUT IT

The player cannot learn, and attributes outcomes to randomness.

WHAT A CORE LOOP IS

The repeated cycle of activity: act, receive outcome, improve, act again.

WHY IT MATTERS MOST

If the loop is not satisfying at the smallest scale, nothing built on it will be.

WHAT DEPTH MEANS

Simple rules producing complex situations.

WHAT COMPLEXITY MEANS

Many rules, which is not the same thing.

WHAT TO AIM FOR

Depth without complexity.

WHAT TO REMOVE

Anything the player does not engage with.

WHY

Every system costs attention, and unused systems dilute the ones that matter.


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