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Understanding players is the first step in creation

Understanding players is the first step in creation

Once the team is stable, the real beginning of creation is not piling on more worldbuilding.

It is going back to the player. What have they been playing recently? Why did they choose it? When was the moment they felt most hooked? If you can answer those questions clearly, your direction becomes clearer too.

In the end, what you deliver is not a document. You deliver an experience. Whether that experience works depends on a few very practical things. Can the player understand what is happening between action and feedback? Can they get immersed? And do they want to stay?

A good starting point is to identify a few core needs behind why people play. Achievement, immersion and identification, social connection, creativity and freedom, and relaxation or stress relief. Different motivations lead to different design priorities. Immersion depends on believable detail and consistent cause and effect. Creativity depends on open tools and combinable possibilities. Achievement depends on clear goals and visible progress. Social play depends on stable interaction structures. Relaxation depends on manageable frustration and a more comfortable rhythm. If you misunderstand motivation, you will allocate resources in the wrong places, and the project will feel harder and harder as it goes on.

Beyond motivation, you also need to understand what players mean when they say something is “fun”. You can break experience down into directions such as sensation, fantasy, narrative, challenge, social play, exploration, expression, and relaxation. In multiplayer games, Bartle’s player types can also be a useful reference. Achievers care more about goals and winning. Explorers care more about discovery and systems to unpack. Socialisers care more about relationships and interaction. Killers care more about dominance and competition.

At the same time, real players switch between these tendencies depending on context. So design needs multiple entry points and multiple paths. That way, different motivations can all find a place, and the same person can stay for different reasons at different stages.

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Game Design for Beginners: Create Your First Game

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FutureLearn - Learning For Life