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    Filtering player temperament through game design

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    • KestrelK Offline
      Kestrel
      last edited by

      For people who have either created games, or are at any stage of the creative process to attempt it, I’m wondering:

      Are there aspects of your game design that exist almost as an intentional net to filter certain player temperaments?

      Some examples might be an arbitrary chargen requirement meant to excite/repel certain players out the gate. Or purposely overdeveloping social skill options, because you find Might Is Right style players offputting.

      For my part, I recently found myself deep-diving some studies on how preferences for certain genres and literary themes correlate with certain personality traits. It has me second-guessing the genre I want to focus on, and looking into ways to incorporate themes that might better appeal to players I’d like having.

      I remember also talking to a game dev who was very hurt by how badly some bad actors had spoken about a game they’d made. On the other hand, I said it was actually a very good sign that such shitty players find the game unplayable, and a sign of good game design — since it didn’t have the kinds of tools they needed to fully enable shittiness, but was rife with prosocial and storytelling tools they found pointless.

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