looks a lot like...
“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