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๐Ÿ“ Add Fun Theory Insights section to Game Design guide

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Game Design.md
··· 9 9 5. Make the next action obvious. 10 10 6. Give clear and immediate [[feedback]] with no distraction. 11 11 7. Balance skills with challenge. 12 + 13 + ## [Fun Theory Insights](https://www.lesswrong.com/posts/qZJBighPrnv9bSqTZ/31-laws-of-fun) 14 + 15 + - **Flow state optimization**: Fun exists in the sweet spot between boredom (too easy) and frustration (too hard). Design for perpetual flow state. 16 + - **Agency without overwhelm**: Provide meaningful choices but not so many that decision paralysis occurs. Options should feel empowering, not burdensome. 17 + - **Joy in discovery**: Don't give people answers they haven't figured out themselves. The process of discovery is often more rewarding than the solution. 18 + - **Challenge authenticity**: Bypasses and cheats make challenges feel less real, even if unused. Maintain the integrity of difficulty. 19 + - **Environmental over mental changes**: When designing systems, prefer changing the environment to changing how people think. Less invasive, more ethical. 20 + - **Interpersonal complexity**: People making things difficult for each other prevents boredom. Social dynamics create endless variety. 21 + - **Sensual bandwidth**: High-bandwidth sensory experiences (tactile, visual, auditory) are essential for engagement and meaning.