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Pablo Rodriguez

Player Flow

  • Flow Definition

    • “Absorbed in task, lose track of time”
    • World fades during concentration
    • Optimal player state
  • Flow Core Aspects

    • Awareness
      • Understanding/predicting events
      • Not feeling lost
    • Clarity of Purpose
      • Know goals
      • Not aimless wandering
    • Tight Feedback Loop
      • Game provides needed info
        • Movement mechanics
        • Health status
        • Object locations
      • Information conveyed on time
  • Skill vs Challenge Balance

    • Too Difficult (Steep Line)
      • Players get frustrated
      • Often quit
    • Too Easy (Flat Line)
      • Players get bored
      • Feel time wasted
    • “Sweet Spot”
      • Challenge matches skill
      • Line needn’t be straight
        • Can increase for excitement
        • Can decrease for relaxation
  • Designing for Flow

    • “Hardest part of level design”
    • Requires:
      • Deep game understanding
      • Player knowledge
      • Fast feedback/iteration
      • Testing and revision

Flow represents the optimal player state where challenge matches skill, creating engagement without frustration or boredom. Achieving this requires careful design iteration and deep understanding of both game and player psychology.