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How to design around the feeling you want

Shared by Caddie Library · Updated
Chapters show their main points
Chapter 21 of 26 · Why people play games
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Write one line that names the emotions you want, then keep only the mechanics that produce them. Mechanics create behavior and behavior creates feeling, so a feature that fights the feeling quietly breaks the game.

2 Key takeaways

  • Start from a named feeling, role or theme, not a feature list. It gives every later decision a target.
  • Write the vision as feelings, so mechanics stay free to change. The same feeling can survive a new set of rules.
  • Judge every mechanic by the behavior and emotion it creates. Experience comes from mechanics, not plot, graphics or setting.
  • Cut or reshape whatever fights the feeling. One off-tone system or set piece breaks the mood.
  • Carry the feeling into pacing, enemies, music and the effort you ask of the player. Everything should point the same way.

mechanics happen in the code, dynamics happen in the player's actions, and aesthetics happen in the player's feelings.

Mark Brown, Game Maker's Toolkit2:44

2.1 Name the feeling you want to give the player

A vision starts with a role, a theme or a real feeling, and every other choice follows from it.

  • Decide what role the player lives or what theme you explore. Mark Brown and Jonas Tyroller, Game Maker's Toolkit12:26
    • Let the rest of the design flow from that role. Thronefall began as the power fantasy of building and defending a tiny kingdom.
    • Themes work too. Spiritfarer approaches death in a cozy way, and Into the Breach asks what a game about collateral damage looks like.
  • Borrow a feeling you have actually lived. Mark Brown, Game Maker's Toolkit1:25
    • Miyamoto based Zelda on finding a lake while hiking the Japanese countryside without a map. He then built Hyrule so players feel the same surprise.
    • Miyazaki said Elden Ring's giant landmass was there to give a sense of adventure, so the scale serves the fantasy. Mark Brown, Game Maker's Toolkit9:20
  • Design for how the player will feel, not for what satisfies you. Mark Brown, Game Maker's Toolkit7:59
    • Iwatani held that a fun game comes from understanding how the player feels and thinks. Pac-Man's softer ghost waves and forgiving turns came from that view.
  • Boil each piece down to a one-sentence theme. Mark Brown, Game Maker's Toolkit6:58
    • Sakurai writes a pithy theme for every fighter in the design document. If the sentence is generic, he redesigns the character or cuts them.
    • His themes include 'Puppet Fighter' for Rosalina and Luma, 'Pointed Sword Dancer' for Meta Knight and 'Heavy Weapons Specialist' for Snake.

2.2 Write the vision as feelings, not features

A vision made of emotions lets you change any mechanic without losing the game.

  • Make your pillars aesthetics, such as tension or pace. Mark Brown, Game Maker's Toolkit5:04
    • That lets you rework how the game plays without changing how it feels.
    • Resident Evil 4's pillars included lightning-fast pace, b-movie dialogue, tackling encounters in different ways, and replayability. The Dead Space remake used 'sci-fi horror, unbroken immersion, and creative gameplay'.
  • Keep the sensation when you change the outer layers. Mark Brown, Game Maker's Toolkit4:07
    • Capcom's rule for Resident Evil 2 was that players should get the same feeling as back in the day. The fixed camera went away, but hard aiming and a tight camera behind Leon kept the tension and claustrophobia.
    • For Ashley in the Resident Evil 4 Remake, Capcom tweaked her AI, health bar and characterisation instead of making her invincible, which would have changed the original's dynamic. Mark Brown, Game Maker's Toolkit7:01
  • Ask what a limitation was doing before you fix it. Mark Brown, Game Maker's Toolkit8:34
    • Metroid II's tiny screen, narrow winding paths, no backtracking and no return to the ship served its horror tone.
    • The remakes zoomed out, added colour and added backtracking, and the planet felt welcoming instead of alien.
    • The tiny Game Boy view was like pointing a torch into a pitch black room, which made the player feel insignificant. Mark Brown, Game Maker's Toolkit8:06
  • Copy the experience a feature creates, not the feature list. Mark Brown, Game Maker's Toolkit4:49
    • Spelunky kept Rogue's random levels and meaningful death. It dropped turn-based play, grids and ASCII art, and still captures Rogue's surprise and peril.
    • Mark Brown says Hyper Light Drifter captures the spirit of Dark Souls without copying its ingredient list. Mark Brown, Game Maker's Toolkit11:53
    • For nostalgia, aim at memory. Players recall old games as bigger and better looking than they were. Mark Brown, Game Maker's Toolkit2:06

2.3 Trace each mechanic to the emotion it creates

Rules shape behavior, and behavior shapes the feeling
Change one number in the code and the player's emotion changes with it, so judge each mechanic by where its chain ends.

Test every rule by following it from code to behavior to feeling.

  • Analyse each mechanic in three steps: mechanics, dynamics, aesthetics. Mark Brown, Game Maker's Toolkit2:44
    • Mechanics are rules, systems and numbers. Dynamics are how players respond. Aesthetics are the emotions, not the art style.
    • A high ammo cap makes players shoot wildly and feel reckless and powerful. A tiny cap makes them cautious and fearful.
    • Low ammo makes players weigh every shot, avoid enemies and hunt for supplies, which yields disempowerment, fear and caution. Mark Brown, Game Maker's Toolkit3:14
  • Credit mechanics, not setting, for the way a game feels. Mark Brown, Game Maker's Toolkit2:37
    • Far Cry 4 is fun because you have loads of ammo, can track enemies and can permanently wipe them off the map.
    • Far Cry 2 is harrowing because weapons jam, the jeep breaks down, malaria strikes and death sends you back to the last save station.
  • Check that the consequences match the emotion. Mark Brown, Game Maker's Toolkit10:54
    • If you want players to feel scared, you probably need a consequence for failure. Tomb Raider's tower climb has none, so Lara is terrified while the player is not.
    • Alien: Isolation began with invisible auto-checkpoints because they were standard. Death cost a couple of minutes, so players wandered the station carelessly. Mark Brown, Game Maker's Toolkit1:17
  • Pick mechanics by the experience, never because they are trendy or dated. Mark Brown, Game Maker's Toolkit3:55
    • Leaderboards, lives, roguelike saves and fixed cameras each suit some games and not others.
    • Just Cause 3 lets you absorb dozens of bullets so you feel like a reckless action hero. Hitman kills you in a few shots so you stick to the shadows. Mark Brown, Game Maker's Toolkit1:18
    • Sunset Overdrive rewards combos for bouncing and grinding, and swarms you if you fight from the ground. Mark Brown, Game Maker's Toolkit1:18

2.4 Tune the levers that shape the feeling

Four dials turn a mechanic into a mood
Hiding information, tying resources to the fantasy and loosening control each push the player toward a specific emotion.

Information, resources, friction and control are the dials that turn a mechanic into a mood.

  • Decide how much the player sees. Mark Brown, Game Maker's Toolkit4:06
    • Balatro hides its score preview, so players act faster and each hand carries suspense and drama.
    • Reigns first showed exact stat numbers, and testers optimised them and ignored the text. Vague bars got players reading the story and deciding emotionally. Mark Brown, Game Maker's Toolkit11:59
    • In Alien: Isolation, fear comes from your shaky knowledge of the Xenomorph's senses. Mark Brown, Game Maker's Toolkit11:06
  • Tie a key resource to the action that expresses the fantasy. Mark Brown, Game Maker's Toolkit1:44:31
    • Doom (2016) does not regenerate health behind cover. Glory kills shower you with health, so you run toward enemies in a genre that favours retreat.
    • Doom also drops aim down sights and speed penalties, so you can circle enemies and fire at full speed. Mark Brown, Game Maker's Toolkit0:39
  • Add friction on purpose, or remove it, depending on the feeling. Mark Brown, Game Maker's Toolkit55:06
    • Far Cry 2 rusts and jams your weapons, demands malaria medication and makes the map a paper you hold while the game runs. You feel outgunned, underpowered, scared and alone.
    • DON'T NOD wanted a peaceful Jusant, so you cannot die, invisible walls stop falls and the rope catches you. Mark Brown, Game Maker's Toolkit13:06
  • Shape how in control the player feels. Mark Brown, Game Maker's Toolkit0:50
    • Resident Evil 4 stops you moving and aiming together, uses a poor camera, limits resources and cramps the inventory. You still feel intense fear holding a shotgun and a grenade.
    • Thief took its power dynamic from the submarine sim Silent Service: very strong when unseen, very weak when spotted. Mark Brown, Game Maker's Toolkit8:26
    • Stealth games give you strength on every axis except brute force, which is why they rarely hand over machine guns. Mark Brown, Game Maker's Toolkit5:54

2.5 Cut or rework what fights the feeling

Once the feeling is fixed, every system, pacing choice and set piece either serves it or goes.

  • Let the target feeling decide what gets cut. Mark Brown with Roll7, Game Maker's Toolkit5:05
    • Rollerdrome wanted a super high intensity, dangerous, bloodsport feel. That feeling guided which skating and shooting mechanics stayed.
    • The Forgotten City is built around talking and investigating, and its wonky Bethesda combat from the mod jars against that. Mark Brown, Game Maker's Toolkit2:42
    • Add destruction only when it supports a clear goal, such as denying cover or opening lines of sight. Mark Brown, Game Maker's Toolkit17:47
  • Keep the series' tone across set pieces and side content. Mark Brown, Game Maker's Toolkit13:57
    • Metroid is played for exploration, solitude and adventure. Prime 3's linear corridors and cinematic explosions make it feel like any other sci-fi shooter.
    • Prime 3 drops its allies, then brings a voice back through Aurora, so it never commits to the isolated feel. Mark Brown, Game Maker's Toolkit0:27
    • Doom (2016) has collectibles and platforming that can send intensity from 11 to 0 in whiplash fashion. Mark Brown, Game Maker's Toolkit5:27
  • Match pacing to the genre. Mark Brown, Game Maker's Toolkit6:37
    • Dead Space 3 spends about five hours in the same three research rooms. Repetition adds oppression in survival horror but grates in an overpowered shooter.
    • Dead Space 2 jumps from combat to set piece to cutscene with little breathing room, so it startles more than it scares. Mark Brown, Game Maker's Toolkit2:25
    • A spectacle cutscene after a gothic church burns off the mood, so the creepy corridor that follows cannot work. Mark Brown, Game Maker's Toolkit1:48
  • Swap the mechanic, keep the emotion. Mark Brown, Game Maker's Toolkit9:17
    • Firaxis used XCOM 2's turn timers to make players rush and take risks. Mario + Rabbids rewards fast play, and Invisible Inc ramps challenge with its alarm system, with less annoyance.
    • Breath of the Wild points freedom, exploration, cryptic clues and surprises at one purpose, adventure. An open world is not an excuse to chuck in random features. Mark Brown, Game Maker's Toolkit9:31

2.6 Carry the feeling into presentation and the learning curve

Music, enemies, zones and difficulty should all say the same thing as the mechanics.

2.7 Where designers disagree

Hand over the power fantasy, or make players earn it
Give it awayMake players earn it
ExamplesBatman Arkham, Mass EffectSpider-Man, Hitman
Early gameSpam punch, look awesomeLook like a bumbling fool
PayoffFeel special from the startFantasy as reward for skill
RiskTiny effort feels patronisingFantasy delayed until mastery
Neither is correct in general; the feeling you named first decides which one fits.

The right answer depends on which feeling you chose, so the same tactic can help one game and hurt another.

  • Give the power fantasy away, or make players earn it.
  • Keep enemy perception ambiguous, or make it predictable.
    • For fear and tension, uncertainty keeps the player on the cusp of being found, as Thief programmer Tom Leonard described. Mark Brown, Game Maker's Toolkit11:06
    • For an apex predator feel, predictable senses let players stop guessing and plan traps. Mark Brown, Game Maker's Toolkit11:27
    • Mark of the Ninja's producer Jamie Cheng was more interested in building an elaborate death trap than in guessing whether a guard would hear him.
  • Judge a mechanic by what the developer intended.
    • Tomb Raider and Uncharted climbing is simple downtime between combat, so criticising it for lacking realism misses the aim. Mark Brown, Game Maker's Toolkit15:03
    • Insomniac wanted every player to feel like Spider-Man immediately, not to master a complex swinging system. Treat the rest as room for a developer with different intentions.

Sources

Part of Why people play games in the growth library.