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looks a lot like...

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/a903a175-9b37-4aa4-9ae5-396e08529474/pasted_image_0_(1).png

Getting started...

“Find the fun first, and then use technology to enhance the fun.” (and maintain it) - Sid Meier’s (Sim City Creator)

"Think about your MVP as a compass, and see where it takes you. A compass rather than a deliverable" -unknown

By authentically empowering players, “Games have the possibility to go way beyond the zero-sum approach” - Will Wright

-> how to flip triggers into unending contributions to the greater whole via solo, group, mass effect games.

= LET PLAYERS SET AND ACHIEVE THEIR OWN GOALS (as evidenced by Sims, Simi City, Spore)

= Player’s define wins in alignment to points/mechanics/new-world than act to fulfill and then are rewarded for… things we will explore/find in we win, we lose, we move forward with large personal yet seemingly small mechanical systems/games.

ALLOW FREE COLLABORATION WITH FRIENDS OR INDLUGE IN HOURS OF SOLO SELF-EXPRESSION

Ex. ‘my daughter will spend hour building a Sims house and a friend will come over and they’ll play together side by side or JUST TALK ABOUT THE GAME, collaborating together, and sharing ideas’’

= THEY LOVE BIENG IMMERSED IN THIS MAKE-BELIEVE WORLD

***** Potential METRICS**

= MEASURE HOW MUCH PLAYERS TALK ABOUT P4T outside of P4T

I don’t know how, but measure it… i.e., your community board, other community boards, social media monitoring, and quality/quantity surveys

Mental Models: The interior structure of motivation your game builds in the mind of player