
Game Design

The game designer would likely also add in Social Influence & Relatedness (Core Drive 5) by designing in Trophy Shelves (Game Technique #64), which are mechanisms that allow the user to implicitly show off what they are proud of. If the game designer also adds Scarcity & Impatience (Core Drive 6) through Moats (Game Technique #67) by tellin
... See moreYu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
I hope to demonstrate the value of adopting a play-centric, rather than game-centric, perspective.
Chaim Gingold • Building SimCity: How to Put the World in a Machine (Game Histories)
“Does this game meet our social and community goals?”