Once the designer understands how she wants her users to feel, then she begins to think, “Okay, what kind of game elements and mechanics can help me accomplish my goals of ensuring players feel this way.” The solution may lie in swords, plants, or perhaps word puzzles, but the whole point here is that game elements are just a means to an end, instead of an end in itself. Game elements are simply there to push and pull on their users’ behavioral core drives. As a result, in order to further explore, systemize, and scale methods of combining game mechanics with our motivational core drives, in
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