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