9 ms·
RPG is just the best example. The article about flow says the same in the requirements but it doesn't use the terms from psychology: > 1. Have concrete goals [
by ivm 9y ago
RPG is just the best example. The article about flow says the same in the requirements but it doesn't use the terms from psychology:
> 1. Have concrete goals [Reinforcers] with manageable rules [Contingency].
> 3. Have clear and timely feedback [Response] on performance and goal accomplishment.
I'm not making things up – just retelling the common knowledge that I used for work. Ask other game designers if you do not believe me. I understand that deconstructing pleasant experiences into a set of primitive triggers is uncomfortable (hence, over a dozen downvotes) but it's useful to see what pulls the strings from behind the curtain.