~/talk

Game design methodology

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Magmic’s method maps every player action to a reward and an escalation using motivation loops drawn as a one-page game design on a whiteboard; product teams use it to deconstruct competitors (Candy Crush example: lives, tickets, social sharing, variable reward schedules) and to shape monetisation, viral features and early iterations. It ties Flow Theory, Laws of Learning and operant conditioning into actionable UX/monetisation loops, was used on Modern Combat’s design lineage, and proves quick to build and easy to compare across games.

AI-written summary · about

  1. 0:00Introduction
  2. 2:30User flow
  3. 3:37Fluid theory
  4. 4:30Flow
  5. 5:12Fun
  6. 6:00Laws of learning
  7. 6:48Apparent conditioning
  8. 7:05Compulsion loop
  9. 7:57Candy Crush Saga
  10. 9:10Presentation
  11. 10:27Candy Crush
  12. 10:55Social Intervention
  13. 11:17Motivation loops
  14. 12:27compulsion loops
  15. 13:15whiteboard
  16. 13:44cut
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