Concept
Target experience
You might say: the feeling to test
A target experience is a concise statement of the situations, feelings or choices the player should have, used as a touchstone for playtesting.
- What it does
- Keeps iteration anchored to a human outcome rather than a list of features.
- Ask
- What would we see a player do if the target were achieved?
Sources
- Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research, pp. 2–4
Aesthetics describes the desirable emotional responses evoked in the player, when she interacts
- Ernest Adams, Fundamentals of Game Design, ch. 4, p. 81
We’ll begin with a way of looking at what kinds of feelings different players like to experience as they play.
- Tracy Fullerton, Playcentric Design (ACM interactions, 2008), Playcentric Design, pp. 42–47: player-experience goals and testing
Called ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.
- Robert Yang et al., The Level Design Book, Layout: specific player experience goals are easier to design
What should the player learn, feel, or do, in this level?
- Celia Hodent, How We Introduced UX to Epic Games’ Production Pipeline (GDC16), slides 3 and 44–45: experience intended for users and testable reasons for features
it entails what it is like for the targeted user to interact with a software, including how engaging the experience is (cf. Isbister and Schaffer, 2008), relative to the design intentions.
- Celia Hodent, How We Introduced UX to Epic Games’ Production Pipeline (GDC16), slides 3–7, 43–45
it entails what it is like for the targeted user to interact with a software, including how engaging the experience is (cf. Isbister and Schaffer, 2008), relative to the design intentions.
- Steve Swink, Game Feel: The Secret Ingredient, Context; Polish; Rules: desired feel and sustained interaction
longer-period objectives to give additional meaning to the sensation of control and mastery.
- Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, The Process of Design; The Process of Play
the ultimate goal the designer has in mind
- Tynan Sylvester, Decision-Based Gameplay Design, Decisions; Decision Recognition, Evaluation, and Design
Game designers need to not only understand how decisions create a computer gaming experience, but also need to be able to create an experience that includes lots of unique, difficult decisions with strong feedback.
- Christopher W. Totten, An Architectural Approach to Level Design, Introduction, p. xxxiv
By studying spatial arrangement techniques utilized in great architecture and the kinds of experiences these create, level designers will be able to create similar experiences in their own work
Use it on your project
teardown-apply: hold "Target experience" (target-experience) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal