# Game Design Some [principles](https://youtu.be/zaxAdRlyZQ8) to keep in mind: 1. Create concrete, achievable, and rewarding [[goals]]. 2. Design for nuanced emotion. 3. Create rapid and robust controls. 4. Make fun toys, and combine them into games. 5. Make the next action obvious. 6. Give clear and immediate [[feedback]] with no distraction. 7. Balance skills with challenge. 8. A game looking gorgeous is not enough, needs a good community ## [Fun Theory Insights](https://www.lesswrong.com/posts/qZJBighPrnv9bSqTZ/31-laws-of-fun) - **Flow state optimization**: Fun exists in the sweet spot between boredom (too easy) and frustration (too hard). Design for perpetual flow state. - **Agency without overwhelm**: Provide meaningful choices but not so many that decision paralysis occurs. Options should feel empowering, not burdensome. - **Joy in discovery**: Don't give people answers they haven't figured out themselves. The process of discovery is often more rewarding than the solution. - **Challenge authenticity**: Bypasses and cheats make challenges feel less real, even if unused. Maintain the integrity of difficulty. - **Environmental over mental changes**: When designing systems, prefer changing the environment to changing how people think. Less invasive, more ethical. - **Interpersonal complexity**: People making things difficult for each other prevents boredom. Social dynamics create endless variety. - **Sensual bandwidth**: High-bandwidth sensory experiences (tactile, visual, auditory) are essential for engagement and meaning.