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How to use mystery and curiosity to pull players on

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

Plant a question the player cannot yet answer, then let their own actions close the gap. Answers they earn feel clever and keep them playing, while answers handed over end the pull.

2 Key takeaways

  • Put an open question in plain view that the player cannot yet answer. The gap between what is shown and what is withheld pushes players on.
  • Make the player's own action the way the answer arrives. A deduction the player makes feels like a discovery, not a delivery.
  • Hide secrets without signposts, and keep what lies behind them optional. A true secret is a real surprise, and nobody is blocked by missing it.
  • Hint with a question or riddle, not a waypoint. Curiosity moves players further than a marker does.
  • Pace your open questions and guard them from being looked up. Too many mysteries overwhelm, and a wiki can erase the effect.

if the act of solving the mystery is really fun, then the answer doesn't particularly matter.

Mark Brown, Game Maker's Toolkit

2.1 Plant the question

Give the player something they can see but cannot yet explain.

  • Show a locked door or unsolvable puzzle early. It sticks in the head, and players keep going to learn what is behind it Mark Brown, Game Maker's Toolkit4:07.
  • Tease places the player has not reached yet. A single room in another zone's style does the job.
    • Hollow Knight's Forgotten Crossroads has rooms with Greenpath leaves or Crystal Peak gems, which lodge those places in memory as worth returning to Mark Brown, Game Maker's Toolkit4:56.
  • Make the mystery weird, eye-catching and personal. Players only chase what draws them in.
  • Fake an ending to tell players there is more. The anticlimax pushes them off the beaten path.
    • In Symphony of the Night, taking the Bat to Dracula's keep and fighting Richter early gives a bad ending, which makes the game feel mysterious Mark Brown, Game Maker's Toolkit9:09.

2.2 Hide the answer behind the player's own action

Let players close the curiosity gap by doing something, not by waiting.

  • Let the player close the gap actively. Other media can only make you wait for the reveal Mark Brown, Game Maker's Toolkit13:58.
    • Players can find a key, explore a landscape, or experiment with obtuse rules.
    • Zelda 1 adds the blue ring, the piece of paper and the candle with no description, so the game is about experimentation as much as exploration Mark Brown, Game Maker's Toolkit3:43.
  • Hide secrets without telltale signs. Then finding one is a real surprise.
  • Hide the targets so players must investigate. Observation replaces the map marker.
  • Hide options instead of listing them in a menu. A menu spoils the surprise.

2.3 Keep the hidden parts optional and layered

Secrets should reward the curious without blocking anyone else.

  • Put nothing required behind a genuine secret. Then nobody has to burn every bush.
  • Be happy that some players never see your content. It makes the world feel alive.
    • Hollow Knight's Brooding Mawlek, Nosk and the Collector sit behind secret routes or unusual abilities, and Team Cherry says content out of sight makes the world more alive Mark Brown, Game Maker's Toolkit22:18.
    • Dark Souls' Painted World of Ariamis needs a roll off a moving elevator, a hard jump and a roll into a bird's nest Mark Brown, Game Maker's Toolkit18:26. Even if players learn of it online, it lends the world mystery.
  • Layer mysteries from mandatory to optional. Few players will solve the hardest ones.
  • Keep a few big secrets in the late game too. They keep late exploring worth it.
  • Leave unexplained only what is optional or truly unknowable. There is a fine line between intriguing and confusing.

2.4 Hint with curiosity, not a waypoint

Point players toward the answer with scraps that make them want more.

  • Use riddles and questions instead of map markers. Solving a clue beats following a waypoint.
  • Hide the hint behind another find. The player then earns the hint.
  • Let curiosity, not a compass, lead. Landmarks and notes can replace quest markers.
  • Tuck small rewards where players are tempted to look. They explore because there might be a surprise.

2.5 Make the chase the work

Give clues that need reasoning, so the player tells the game what they noticed.

  • Make clues suggestive, not conclusive. The player must reason to the real answer Mark Brown, Game Maker's Toolkit2:35.
    • In Obra Dinn the captain shouts about Abigail's brother, and her maiden name shows the man he shot is William Hoscut.
    • Obra Dinn hides identities with dialogue, uniforms, the timeline, elimination, accents, map location, names, hammock numbers and props, so each clue asks for a different look Mark Brown, Game Maker's Toolkit3:45.
  • Avoid multiple choice, and make guessing hopeless. Offered answers prompt the player and kill the satisfaction.
  • Let players flag what they noticed. The player tells the game they spotted something.
  • Seed a short trail, then let players branch and reward sharp eyes. A few linked clips build a base without a single track.

2.6 Pace the reveals and protect the mystery

Space out what you reveal, cap what is open, and keep the pattern from showing.

2.7 Where designers disagree

Hiding only works if looking it up doesn't spoil it
Binding of IsaacBalatroDark Souls
What's hiddenItem effectsExact scoreWhole areas
Can it be looked up?Wikis list allCalculable by handYes, online
What players didRead the wikiUsed spreadsheetsShared tips
Did hiding pay off?No, biggest flawYes, as suspenseYes, world feels vast
McMillen calls Isaac's missing item descriptions its biggest flaw, while Dark Souls' secrets stay evocative even after they are found online.

How much to hide depends on whether players can look it up, and on who your players are.


Sources

Part of Why people play games in the growth library.