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Nick Shepley's avatar

Hi Monte, I really enjoyed this article. I am a games designer/world builder who (as with everything I do) came into the business by accident and have been figuring it out ever since. Now with two Kickstarters funded, I am still asking that question ‘so what do I and how does it work?’ I have long accepted that quasi perma-bafflement is a healthy thing, but reading from much more experienced creators is a pleasure and helps answer many questions.

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Tom Drazenovic's avatar

I enjoyed this very much. It's wonderful to have a space like this to discuss. It's also interesting how we have reached similar conclusions in our tabletop learning games, even though we have been designing for the corporate sector. Our player classification is extremely similar, but we place them in different levels, we are biased towards Story, which would be the 4th and highest level. This is followed by Accomplishment (3rd), Mechanics (2nd), and a 1st level that is motivated merely by socialization. These levels are set in terms of the player's contribution to group entertainment.

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