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David McGraw
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I have seen a couple of things in the past where I have seen a crowd majority buck their heads. One really sticks out in my mind:

Little Challenge
In a prior project, I leaned against the word 'casual' a little too much. I imagined people picking up this game and simply solving a simple feat and moving on. I didn't integrate any kind of losing mechanism per say, but left that for the player to determine. A 'did the player meet his/her expectation' type of situation.

Judging from the feedback I received I see not giving a clear losing mechanism a mistake and a missed opportunity. It seemed that those players who wanted a way to lose actually enjoy knowing they've lost.

I guess that may sound obvious, but I wasn't quite thingthinking about it that way.

Reward a Player
By nature humans are always trying to achieve that next best thing. I think there are some instincts at play there. At a young age our mind was a buzz when we got a new toy, for example.

So in a game I imagine that a player who is given something along the way will improve the fun-factor. I assume this is exactly what Achievements are targeting - a direct reward.

I have seen a couple of things in the past where I have seen a crowd majority buck their heads. One really sticks out in my mind:

Little Challenge
In a prior project, I leaned against the word 'casual' a little too much. I imagined people picking up this game and simply solving a simple feat and moving on. I didn't integrate any kind of losing mechanism per say, but left that for the player to determine. A 'did the player meet his/her expectation' type of situation.

Judging from the feedback I received I see not giving a clear losing mechanism a mistake and a missed opportunity. It seemed that those players who wanted a way to lose actually enjoy knowing they've lost.

I guess that may sound obvious, but I wasn't quite thing about it that way.

Reward a Player
By nature humans are always trying to achieve that next best thing. I think there are some instincts at play there. At a young age our mind was a buzz when we got a new toy, for example.

So in a game I imagine that a player who is given something along the way will improve the fun-factor. I assume this is exactly what Achievements are targeting - a direct reward.

I have seen a couple of things in the past where I have seen a crowd majority buck their heads. One really sticks out in my mind:

Little Challenge
In a prior project, I leaned against the word 'casual' a little too much. I imagined people picking up this game and simply solving a simple feat and moving on. I didn't integrate any kind of losing mechanism per say, but left that for the player to determine. A 'did the player meet his/her expectation' type of situation.

Judging from the feedback I received I see not giving a clear losing mechanism a mistake and a missed opportunity. It seemed that those players who wanted a way to lose actually enjoy knowing they've lost.

I guess that may sound obvious, but I wasn't quite thinking about it that way.

Reward a Player
By nature humans are always trying to achieve that next best thing. I think there are some instincts at play there. At a young age our mind was a buzz when we got a new toy, for example.

So in a game I imagine that a player who is given something along the way will improve the fun-factor. I assume this is exactly what Achievements are targeting - a direct reward.

Source Link
David McGraw
  • 4.1k
  • 2
  • 33
  • 38

I have seen a couple of things in the past where I have seen a crowd majority buck their heads. One really sticks out in my mind:

Little Challenge
In a prior project, I leaned against the word 'casual' a little too much. I imagined people picking up this game and simply solving a simple feat and moving on. I didn't integrate any kind of losing mechanism per say, but left that for the player to determine. A 'did the player meet his/her expectation' type of situation.

Judging from the feedback I received I see not giving a clear losing mechanism a mistake and a missed opportunity. It seemed that those players who wanted a way to lose actually enjoy knowing they've lost.

I guess that may sound obvious, but I wasn't quite thing about it that way.

Reward a Player
By nature humans are always trying to achieve that next best thing. I think there are some instincts at play there. At a young age our mind was a buzz when we got a new toy, for example.

So in a game I imagine that a player who is given something along the way will improve the fun-factor. I assume this is exactly what Achievements are targeting - a direct reward.