
## Metadata
- Author: [[John cutler|John Cutler]]
- Full Title:: TBM 229: Winnable and Unwinnable Games
- Category:: #🗞️Articles
- Document Tags:: [[data-methodologies|Data Methodologies]], [[data-methodologies|Data Methodologies]],
- URL:: https://cutlefish.substack.com/p/tbm-229-winnable-and-unwinnable-games
- Finished date:: [[2023-06-27]]
## Highlights
> Consider the things that make a good game. Good games have ([View Highlight](https://read.readwise.io/read/01h3vs50651w0dq62yd0c43tfw))
> • Clear, **attainable goals** that players understand
> • Maintain a **balance of difficulty**, ensuring challenges aren't overly easy or excessively hard.
> • **Timely feedback and rewards** boosting player motivation.
> • Engaging **gameplay mechanics** captivate players and sustain their interest.
> • **S**igns of small victories or **incremental progress** can motivate them. This could be through progress bars, intermediate rankings, or minor accomplishments.
> • **Meaningful choices** that impact the outcome, fostering player agency.
> • Immerse players in a **compelling environment or narrative**.
> • **Calibrate progression and learning curves**, promoting mastery over time.
> • **Variety** in challenges, environments, and mechanics keeps players engaged.
> • **Social interactions**, such as cooperative or competitive play, enhance the gaming experience.
> • **Accessibility** in terms of difficulty, controls, and inclusivity broadens the game's appeal.
> • **High replayability** ensures the game remains fresh and exciting for repeated plays. ([View Highlight](https://read.readwise.io/read/01h3vs5nybsb8539cn0j5tnqrr))

## Metadata
- Author: [[John cutler|John Cutler]]
- Full Title:: TBM 229: Winnable and Unwinnable Games
- Category:: #🗞️Articles
- Document Tags:: [[company-culture|Company Culture]],
- URL:: https://link.sbstck.com/redirect/d163faf7-5386-4a10-9cbd-d173ef35df03?j=eyJ1IjoiNDRpMmEifQ.txKr3BEB06jM7pp-5wphmyXof7jFdPvpfRX5kIjhK8g
- Finished date:: [[2023-09-07]]
## Highlights
> One of my key motivations for doing so many North Star Framework workshops is that the framework, with some effort, created a positive game. Teams enjoy autonomy and can link their work to sustainable business outcomes. ([View Highlight](https://read.readwise.io/read/01h9q4m4zen5ka8ec788krvenj))
> They sense that point where [too many limiting constraints, too many drivers, and not enough floats](https://cutlefish.substack.com/p/tbm-4352-the-secret-to-initiative) almost guarantee failure. They know that either 1) you reduce drivers, 2) reduce limiting constraints, or 3) add floats, or 4) add ENABLING constraints…or the effort will fail with a very high probability ([View Highlight](https://read.readwise.io/read/01h9q4szq44tx3qej679qfprsy))
> There's a wicked loop that makes #5 "stick": ([View Highlight](https://read.readwise.io/read/01h9q4ww5mfdnszkk9p75z1wqy))
>  ([View Highlight](https://read.readwise.io/read/01h9q4wx1ampsff8a5vcm34wv6))
> It is one thing to have experience. It is another thing to walk into a NEW, low-trust environment ([where people may also have flawed mental models about product development](https://cutlefish.substack.com/i/130321161/mental-models)) and figure out how to change the game without cooking yourself ([View Highlight](https://read.readwise.io/read/01h9q4xkdy6e27s86bsqbde7wt))
## New highlights added [[2025-02-02]]
>  ([View Highlight](https://read.readwise.io/read/01jk0z41hc8cx261d073mtw753))
>  ([View Highlight](https://read.readwise.io/read/01jk0z41k143s49s508hyzvnsr))