Metadata
- Author: John Cutler
- Full Title:: TBM 229: Winnable and Unwinnable Games
- Category:: 🗞️Articles
- Document Tags:: 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)
• 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. • Signs 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)
Metadata
- Author: John Cutler
- Full Title:: TBM 229: Winnable and Unwinnable Games
- Category:: 🗞️Articles
- Document Tags:: 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)
They sense that point where too many limiting constraints, too many drivers, and not enough floats 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)
There’s a wicked loop that makes #5 “stick”: (View Highlight)
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) and figure out how to change the game without cooking yourself (View Highlight)