---
id: game-design
lang: en
title: Game-design lenses
description: >-
  117 perspectives for reviewing concepts, player experience and game systems:
  Schell’s lenses and Deterding’s distinct method.
intro: >-
  A lens focuses attention on one aspect of a game and prompts useful questions.
  Choose a few lenses for the current problem, test your answers through play
  and record the next experiment.
rights: >-
  The concise explanations and review questions are original gamemechanics.pro
  wording. This is an independent reference, not a translation of the cards or a
  substitute for the book. Names, concepts and external material remain their
  authors’ work.
updatedAt: '2026-10-10'
sources:
  - id: schell-second
    title: 'Schell: 113 second-edition lenses'
    author: Jesse Schell
    edition: 2
    url: 'https://schellgames.com/art-of-game-design'
    description: >-
      The core set was checked against the supplied second-edition notes. The
      author’s official page links to the book and deck.
  - id: schell-third
    title: 'Schell: third-edition additions'
    author: Jesse Schell
    edition: 3
    url: >-
      https://api.pageplace.de/preview/DT0400.9781351803649_A38251642/preview-9781351803649_A38251642.pdf
    description: >-
      The third-edition table of lenses confirms 67½, 93½ and 95½. The additions
      were checked in the official deck.
  - id: deterding
    title: 'Deterding: intrinsic skill atoms'
    author: Sebastian Deterding
    edition: null
    url: >-
      https://pure.york.ac.uk/portal/en/publications/the-lens-of-intrinsic-skill-atoms-a-method-for-gameful-design/
    description: >-
      A separate gameful design method from a 2015 paper, explained in the
      author’s How to Do Gameful Design course. It does not extend Schell’s
      numbering.
counts:
  total: 117
  schell: 116
  additional: 1
url: 'https://gamemechanics.pro/en/lenses/'
markdownUrl: 'https://gamemechanics.pro/content/lenses/en/game-design.md'
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
provenance: >-
  Original editorial explanations and review questions based on the
  user-selected Schell notes and attributed primary references. External
  concepts and source material retain their rights.
---
# Game-design lenses

A lens focuses attention on one aspect of a game and prompts useful questions. Choose a few lenses for the current problem, test your answers through play and record the next experiment.

The concise explanations and review questions are original gamemechanics.pro wording. This is an independent reference, not a translation of the cards or a substitute for the book. Names, concepts and external material remain their authors’ work.

## Experience and emotions

### 2. Essential Experience

id: schell-002
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Identify the experience that gives the game its purpose.

- How would you describe its essential experience without listing features?
- Which mechanic expresses that experience, and which dilutes it?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-002)

### 5. Fun

id: schell-005
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Find the specific actions players want to repeat.

- Which action does a tester repeat voluntarily?
- What would be lost if its most enjoyable moment were removed?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-005)

### 1. Emotion

id: schell-001
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Design the player's feelings alongside the sequence of events.

- What emotional change should one session create?
- Where does a playtest reveal a different feeling, and what causes it?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-001)

### 8. Problem Solving

id: schell-008
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

View play as problems the player learns to solve.

- What problem does the player's next action address?
- Do combinations of rules create new problems beyond additional levels?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-008)

### 6. Curiosity

id: schell-006
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Sustain questions players want to answer through play.

- What does the player want to discover after first encountering the game?
- How does answering one question reveal another interesting one?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-006)

### 7. Endogenous Value

id: schell-007
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Connect points and items to things that matter within the rules.

- What useful decision does this item make possible?
- Does the reward remain desirable after its novelty wears off?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-007)

### 4. Surprise

id: schell-004
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Create unexpected events that make sense once they happen.

- Which player expectation does the game disrupt in an interesting way?
- Can a player create an unexpected situation for themselves or an opponent?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-004)

### 3. Venue

id: schell-003
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Consider the physical and social setting in which play happens.

- What surrounds the player, and how much attention can they give?
- How do noise, screen size or other people change the session?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-003)

## Player and motivation

### 19. The Player

id: schell-019
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Design for specific people and play contexts.

- What does the intended audience already know and expect?
- Which interface element assumes experience that audience lacks?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-019)

### 23. Motivation

id: schell-023
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Understand why a player starts and sustains an action.

- What motivates continued play after the stated goal is complete?
- Which external reward displaces interest in the action itself?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-023)

### 22. Needs

id: schell-022
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Connect the experience to the intended audience's needs.

- What need does this mode or reward support?
- Does the system demand something that conflicts with the player's need?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-022)

### 21. Flow

id: schell-021
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Align a clear goal, focused attention and an achievable challenge.

- Where is the player bored, and where do they lose a path to success?
- How does the next step build on the skill already learned?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-021)

### 20. Pleasure

id: schell-020
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Distinguish pleasures such as exploration, connection and mastery.

- What kinds of pleasure do different actions provide?
- Which pleasure valued by the audience lacks support?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-020)

### 25. Judgment

id: schell-025
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine how the game judges actions and communicates results.

- Does the player understand which action earned that evaluation?
- Does evaluation help improvement or merely announce failure?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-025)

### 24. Novelty

id: schell-024
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Offer a noticeable difference that matters during play.

- What feels new to the player, and how does it change decisions?
- Does that feature remain interesting once it becomes familiar?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-024)

## Concept and ideas

### 14. The Problem Statement

id: schell-014
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Define the design problem before choosing a solution.

- What observable result are we trying to create for the player?
- Which current feature does not help solve that problem?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-014)

### 9. The Elemental Tetrad

id: schell-009
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Align mechanics, story, aesthetics and technology.

- How does each of the four elements support the essential experience?
- Where does improving one element undermine another?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-009)

### 16. Risk Mitigation

id: schell-016
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Test risky assumptions before expensive development.

- Which mistaken assumption would make the project unviable?
- Which inexpensive experiment would test that assumption directly?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-016)

### 15. The Eight Filters

id: schell-015
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Review the concept from creative, audience, technical and business perspectives.

- Does the idea pass reviews of taste, audience, design, novelty, business, technology, social fit and playtesting?
- Which failed review requires a concept change rather than cosmetic polish?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-015)

### 11. Unification

id: schell-011
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Check whether details reinforce a shared theme.

- What shared promise connects rules, sound and visuals?
- Which detail feels out of place, and what could replace it?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-011)

### 17. The Toy

id: schell-017
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Check whether interaction is enjoyable without a required goal.

- Is interacting still appealing when victory and scoring are disabled?
- Which system property invites experimentation?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-017)

### 10. Holographic Design

id: schell-010
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Connect the game's structure to the player's experience of it.

- How does a rule change affect feelings, story and presentation?
- Can a tester's impression be traced to a specific combination of elements?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-010)

### 12. Resonance

id: schell-012
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Look for ideas that produce a strong personal response.

- Which part of the concept resonates most with its creator and audience?
- What player action could convey that response?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-012)

### 13. Infinite Inspiration

id: schell-013
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Draw inspiration from experiences beyond other games.

- What experience outside games suggests an unusual rule or feeling?
- What matters most when translating it into play?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-013)

### 18. Passion

id: schell-018
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Check whether interest in the concept can sustain the work.

- Which part of the game keeps the team interested after setbacks?
- Does that interest align with what attracts the player?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-018)

## Rules and systems

### 32. Goals

id: schell-032
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Make goals understandable, attainable and appealing to the player.

- Can the player explain the immediate and overall goal?
- Which goal allows several meaningful ways to achieve it?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-032)

### 31. Action

id: schell-031
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Distinguish available commands from the strategies they enable.

- What can the player do, and what decisions emerge from combining actions?
- Which action is rarely used, and why is it still needed?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-031)

### 33. Rules

id: schell-033
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Review explicit restrictions and rules silently enforced by the system.

- Which rules must the player know before the first important decision?
- Where does a rule's implementation differ from the game's explanation?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-033)

### 28. The State Machine

id: schell-028
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Describe the system's valid states and transitions.

- Which transitions can the player trigger, and under what conditions?
- Is there a state that cannot be exited in the expected way?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-028)

### 34. Skill

id: schell-034
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Identify the physical, mental and social skills used in play.

- Which skill explains the difference between a beginner and an expert?
- Does the game provide a safe way to practice that skill?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-034)

### Intrinsic Skill Atoms

id: deterding-skill-atoms
Author: Sebastian Deterding
Source: [Deterding: intrinsic skill atoms](https://pure.york.ac.uk/portal/en/publications/the-lens-of-intrinsic-skill-atoms-a-method-for-gameful-design/)

Examine an inherent challenge as a loop of goals, actions, rules and feedback.

- Which skill develops through repeated interaction with this loop?
- Which difficulties belong to the activity itself, and which come from a cumbersome system?

[Original reference](https://gamefuldesign.wordpress.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#deterding-skill-atoms)

### 26. Functional Space

id: schell-026
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Model space through the connections and constraints on actions.

- Which positions offer different possibilities despite looking similar?
- How do boundaries and transitions between areas change strategy?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-026)

### 27. Time

id: schell-027
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Treat duration, order and pacing as parts of the rules.

- Which decisions change when time speeds up or slows down?
- Where does waiting create tension, and where does it merely delay play?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-027)

### 30. Emergence

id: schell-030
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Look for complex behavior arising from simple interactions.

- What unexpected ways of playing arise from combined rules?
- Could richer interactions replace an additional standalone feature?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-030)

### 36. Chance

id: schell-036
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine the role of uncertainty and how probabilities are understood.

- How does randomness affect decisions before an event and reactions afterward?
- Can the player manage risk or merely wait for the outcome?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-036)

### 35. Expected Value

id: schell-035
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Compare an outcome's likelihood with the value of its result.

- What are the average gains and losses of each risky decision?
- Does that calculation match the value perceived by the player?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-035)

### 29. Secrets

id: schell-029
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Distribute information deliberately between the system and players.

- Who knows an important fact, and who can discover it?
- Does hidden information create an interesting inference or a random mistake?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-029)

## Choices and balance

### 39. Meaningful Choices

id: schell-039
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Give decisions distinct consequences and real tradeoffs.

- Are there situations in which each offered option is useful?
- How can the player understand a choice's cost before making it?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-039)

### 38. Challenge

id: schell-038
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Adjust difficulty to skill growth and the intended experience.

- How does the player understand a failure and the next improvement to try?
- Can difficulty change without losing the essence of the challenge?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-038)

### 53. Balance

id: schell-053
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Tune relationships between elements to support the intended experience.

- Which strategy crowds out the others, and under what conditions?
- How would a balance change affect beginners and experts differently?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-053)

### 37. Fairness

id: schell-037
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Align the conditions of success with the mode's promise.

- What advantages do participants have before competition begins?
- Does the audience consider those differences appropriate for this mode?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-037)

### 48. Simplicity/Complexity

id: schell-048
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Distinguish complicated rules from deep resulting decisions.

- Which rule could be removed while preserving interesting decisions?
- Which simple interaction generates varied situations?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-048)

### 41. Skill vs. Chance

id: schell-041
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Choose a balance of control and uncertainty that suits the audience.

- How often does the stronger player lose because of an uncontrollable event?
- Does that result support the intended tension or undermine trust?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-041)

### 46. Reward

id: schell-046
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Choose the reward's form and timing to fit the player's action.

- What valuable feedback does this reward provide?
- Does it encourage the intended play or incidental point farming?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-046)

### 47. Punishment

id: schell-047
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine what a loss teaches and how much time it costs.

- What does the player understand after a penalty that they did not know before?
- Are the consequences proportionate to the error and recovery options?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-047)

### 49. Elegance

id: schell-049
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Seek elements that serve several coherent purposes.

- Could one element support learning, strategy and theme?
- Which standalone system duplicates something already present?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-049)

### 52. Economy

id: schell-052
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Review how game value is produced, spent and exchanged.

- Which sources and sinks control the amount of a resource?
- Do spending decisions remain interesting late in the game?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-052)

### 42. Head and Hands

id: schell-042
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Balance thought with the physical execution of actions.

- Where does success require planning, and where does it require precise execution?
- Can a player's strength compensate for a weakness within suitable limits?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-042)

### 43. Competition

id: schell-043
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Make comparisons of performance understandable and motivating.

- What are rivals comparing, and how much depends on their actions?
- What encourages the losing player to try again?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-043)

### 44. Cooperation

id: schell-044
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Create reasons to coordinate and help one another.

- How does one player's contribution expand another's options?
- Can a participant remain useful despite a skill gap?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-044)

### 45. Competition vs. Cooperation

id: schell-045
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine how shared and opposing interests interact.

- When is helping beneficial, and when is competing beneficial?
- Does an individual reward undermine the team's shared goal?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-045)

### 40. Triangularity

id: schell-040
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Compare a small safe gain with a larger risky one.

- What does the player gain by choosing a dangerous route over a safe one?
- Does the best choice change with the current situation?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-040)

### 50. Character

id: schell-050
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Preserve expressive quirks that distinguish the game from a generic design.

- Which unusual property makes the game recognizable?
- Does the rough edge being fixed hinder play or give the game character?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-050)

### 51. Imagination

id: schell-051
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Decide what to show explicitly and what players can imagine.

- Which gaps will players willingly fill with their imagination?
- Where does missing information obscure a required action?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-051)

## Puzzles and interfaces

### 59. Control

id: schell-059
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Check whether intention, action and outcome feel connected.

- Does a familiar command produce the expected result?
- Where does latency or a restriction make control feel lost?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-059)

### 63. Feedback

id: schell-063
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Communicate state and action consequences at the right time.

- How does the player distinguish an accepted command from an ignored one?
- Does the system's response help the player choose their next action?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-063)

### 62. Transparency

id: schell-062
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Make controls understandable enough for attention to remain on play.

- When does the player stop thinking about the interface and focus on the problem?
- Which operation repeatedly draws attention back to the controls?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-062)

### 60. Physical Interface

id: schell-060
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Consider the player's actual devices and body.

- Is a frequent action comfortable on the intended device?
- How do grip, effort or fatigue affect available controls?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-060)

### 61. Virtual Interface

id: schell-061
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Organize on-screen elements around the player's decisions.

- What information must be visible at the moment of choice?
- Which element consumes attention without helping action?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-061)

### 54. Accessibility

id: schell-054
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Let players begin solving a problem without an insurmountable entry barrier.

- Is there an understandable first step toward solving the puzzle?
- What hint helps players begin while preserving their own discovery?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-054)

### 55. Visible Progress

id: schell-055
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Make progress toward a goal visible, especially in longer tasks.

- What changed after the player's effort, and can they see it?
- How can partial success be shown without revealing the whole solution?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-055)

### 58. The Puzzle

id: schell-058
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Create an understandable problem with discovery rather than hidden-demand guessing.

- What insight allows the player to move from being stuck to solving it?
- Is there enough observable evidence to reach that insight?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-058)

### 66. Channels and Dimensions

id: schell-066
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Distribute information across visual, audio and other signals.

- Which messages compete within the same perceptual channel?
- Can important states be distinguished without confusing their signals?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-066)

### 67. Modes

id: schell-067
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Show when the same controls change meaning.

- How does the player recognize the current mode before acting?
- Can a mode switch causing repeated errors be removed?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-067)

### 67½. Metaphor

id: schell-067-5
Author: Jesse Schell
Source: [Schell: third-edition additions](https://api.pageplace.de/preview/DT0400.9781351803649_A38251642/preview-9781351803649_A38251642.pdf)

Check whether a familiar comparison makes an interface understandable.

- What expectations does the metaphor create, and does the game satisfy them?
- Where would abandoning the metaphor make interaction clearer?

[Original reference](https://deck.artofgamedesign.com/#/menu/67_5/?lang=en) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-067-5)

### 64. Juiciness

id: schell-064
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Amplify an action's feel through expressive, coherent feedback.

- How do sound, motion and visuals emphasize a meaningful moment?
- Do abundant effects obscure an important signal?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-064)

### 65. Primality

id: schell-065
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Use immediate human responses deliberately.

- Which image or sound evokes a response before rules are explained?
- Does that response support what is happening?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-065)

### 56. Parallelism

id: schell-056
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Offer multiple problems players can switch between.

- What can the player explore when stuck on the main problem?
- Do all available branches require the same missing knowledge?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-056)

### 57. The Pyramid

id: schell-057
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Combine learned pieces into a culminating challenge.

- Which earlier solutions provide material for the final challenge?
- Does the player understand the links before needing to combine them?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-057)

## Team and release

### 103. Playtesting

id: schell-103
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Test important questions by observing actual play.

- Which assumption should the next playtest examine?
- What observation would distinguish support from a polite reaction?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-103)

### 101. The Team

id: schell-101
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Align the concept, responsibilities and ways of collaborating.

- Can team members explain the current version's goal consistently?
- Where does a decision stall because responsibility is unclear?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-101)

### 104. Technology

id: schell-104
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Evaluate technology through its effect on the concept and process.

- Which game requirement makes this technology necessary?
- Which tool limitations should be tested in a prototype?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-104)

### 102. Documentation

id: schell-102
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Write documents for a specific decision and reader.

- Who needs this document, and what action does it support?
- Which part has already drifted from the current game?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-102)

### 100. Love

id: schell-100
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine care for the project as expressed through concrete actions.

- Which decision shows the team's care for the player's experience?
- What helps sustain that care during routine work?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-100)

### 107. The Client

id: schell-107
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Distinguish the client's stated request from their underlying need.

- What outcome is the client trying to achieve through this feature?
- What check would show that the outcome has been achieved?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-107)

### 109. Profit

id: schell-109
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Connect revenue, costs and sales volume to testable assumptions.

- How many sales are needed to cover development and distribution?
- What verified evidence supports the demand forecast?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-109)

### 108. The Pitch

id: schell-108
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Prepare an explanation for a specific audience and decision.

- What should the listener understand and decide after the pitch?
- Which demonstration supports the main promise better than a description?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-108)

### 105. The Crystal Ball

id: schell-105
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Treat future changes as assumptions with explicit uncertainty.

- Which anticipated change will affect release or maintenance?
- How can dependence on a possibly wrong forecast be reduced?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-105)

### 106. Utopia

id: schell-106
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Consider the positive possibility the game brings into the world.

- What becomes possible for people because of this game?
- Can that contribution be observed beyond the creator's promise?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-106)

## Interest and story

### 69. The Interest Curve

id: schell-069
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Distribute rising tension, peaks and pauses over time.

- Where does a tester's attention rise and fall during a session?
- Is there enough quieter time between intense episodes?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-069)

### 78. Story

id: schell-078
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Connect narrative to player actions, goals and consequences.

- What does the player learn through action rather than explanation?
- Does the story support what the rules encourage players to do?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-078)

### 79. Freedom

id: schell-079
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Clarify where the player can genuinely choose.

- Which decisions change play, and which merely imply choice?
- Which restrictions aid orientation rather than feeling arbitrary?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-079)

### 68. Moments

id: schell-068
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Identify brief episodes players will remember.

- Which moment does a tester describe first after a session?
- What prepares that moment and allows it to stand out?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-068)

### 70. Inherent Interest

id: schell-070
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Look for interest inherent in the subject and situation.

- What attracts attention before rewards and progression are introduced?
- How does player action let them explore that interest?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-070)

### 74. The Obstacle

id: schell-074
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Create obstacles that make achieving a goal meaningful.

- Why does overcoming this obstacle matter to the player?
- Does the challenge reveal the protagonist or merely delay progress?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-074)

### 80. Help

id: schell-080
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine whom the protagonist helps and why that matters to the player.

- Who benefits from the player's actions?
- How does the game show help's outcome beyond merely promising it?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-080)

### 84. The World

id: schell-084
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Create a coherent world worth exploring beyond its plot.

- Which patterns in the world can players notice and test?
- What connects separate places and stories into a coherent whole?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-084)

### 83. Fantasy

id: schell-083
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine the wish a player can inhabit within the game world.

- Who does the player want to become, and what do they want to do?
- Which required mechanic undermines that role?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-083)

### 73. The Story Machine

id: schell-073
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine stories emerging from actions and consequences.

- Which episode can a player retell as their own story?
- Which rules create different dramatic consequences across sessions?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-073)

### 81. Indirect Control

id: schell-081
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Guide attention through space, goals and cues.

- Which detail encourages the intended route without a direct command?
- Does the player retain a sense of making their own decision?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-081)

### 72. Projection

id: schell-072
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Help the player imagine occupying the protagonist's position.

- What links the player's intention to the character's action?
- Where does the character act in a way that breaks that identification?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-072)

### 76. The Hero's Journey

id: schell-076
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Use the journey structure to examine growth rather than as a mandatory template.

- How do challenges change the protagonist from beginning to end?
- Which stage helps the game, and which exists only to satisfy a template?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-076)

### 75. Simplicity and Transcendence

id: schell-075
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Combine a recognizable foundation with an extraordinary scale or possibility.

- What simple conflict makes events immediately understandable?
- How does the game transcend the ordinary experience of that conflict?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-075)

### 71. Beauty

id: schell-071
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Use aesthetic choices to enrich the experience.

- Which detail makes players want to pause and examine it?
- Does beauty coexist with clear player action?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-071)

### 77. The Weirdest Thing

id: schell-077
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Review the world's most unusual premise for clarity and consistency.

- What seems least plausible to new players?
- What internal logic makes that premise acceptable?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-077)

### 82. Collusion

id: schell-082
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Coordinate the world and its characters to support the intended experience.

- How do the environment and characters jointly support the player's path?
- Where does that coordination become conspicuous and break plausibility?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-082)

## Characters and world

### 86. Character Function

id: schell-086
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Give each character a clear role in the system and narrative.

- How would play change if this character were removed?
- Could duplicate roles be combined without losing meaning?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-086)

### 85. The Avatar

id: schell-085
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Shape the relationship between the player and their in-world representation.

- Which avatar traits help the player accept it as their representation?
- What can be expressed through the avatar, and what is fixed by the game?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-085)

### 87. Character Traits

id: schell-087
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Express character traits through observable behavior.

- Which actions reveal a trait without stating it explicitly?
- Does it appear consistently across different circumstances?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-087)

### 89. The Character Web

id: schell-089
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine character relationships as sources of conflict and change.

- Which relationships change the characters' decisions?
- How will the relationship network change after the player's action?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-089)

### 91. Character Transformation

id: schell-091
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Make character development a consequence of experienced events.

- Which decision shows that the character has changed?
- Do earlier events prepare that change?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-091)

### 92. Inner Contradiction

id: schell-092
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Use conflicting desires and values to give a character depth.

- Which two things important to the character cannot both be preserved?
- Which action will reveal that conflict?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-092)

### 94. Atmosphere

id: schell-094
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Coordinate sensory details to support the intended mood.

- What mood do light, sound, pacing and surroundings create together?
- Which element conflicts with that mood?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-094)

### 93½. Presence

id: schell-093-5
Author: Jesse Schell
Source: [Schell: third-edition additions](https://api.pageplace.de/preview/DT0400.9781351803649_A38251642/preview-9781351803649_A38251642.pdf)

Examine the feeling of being inside the world, especially in VR and AR.

- When does the player feel genuinely located within the world?
- Which response or inconsistent detail breaks that feeling?

[Original reference](https://deck.artofgamedesign.com/#/menu/93_5/?lang=en) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-093-5)

### 95. Spectation

id: schell-095
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Make play understandable and interesting to a spectator.

- Can a spectator understand the goal, risk and success without controlling play?
- Which moments are easy to discuss or show to others?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-095)

### 88. Interpersonal Circumplex

id: schell-088
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Consider behavior along dominance and friendliness dimensions.

- How does the character's stance differ around a friend and an opponent?
- Do speech and actions express that relationship style?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-088)

### 90. Status

id: schell-090
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Show characters' relative standing and how it changes.

- Who holds influence in a scene, and how is that visible?
- How does a status change affect behavior and player options?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-090)

### 93. The Nameless Quality

id: schell-093
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Look for a sense of a living whole created by coherent details.

- What makes the world feel convincing beyond the main task?
- Which detail feels mechanical and disrupts the whole?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-093)

### 95½. Cheatability

id: schell-095-5
Author: Jesse Schell
Source: [Schell: third-edition additions](https://api.pageplace.de/preview/DT0400.9781351803649_A38251642/preview-9781351803649_A38251642.pdf)

Review ways to bypass the rules and trust in game outcomes.

- Can someone gain an advantage outside the rules, and would it be noticed?
- What allows players to trust the fairness of results?

[Original reference](https://deck.artofgamedesign.com/#/menu/95_5/?lang=en) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-095-5)

## Social play

### 98. Community

id: schell-098
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Support shared interests, norms and sustainable roles.

- What connects participants beyond being present at the same time?
- How does a newcomer understand the norms and find a useful role?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-098)

### 96. Friendship

id: schell-096
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Create opportunities to meet people and strengthen relationships.

- What lets players meet regularly and get to know one another?
- How does the system support continued contact after a shared task?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-096)

### 99. Griefing

id: schell-099
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Examine ways players can disrupt others for disruption's sake.

- How could a permitted action ruin another person's session?
- Can harm be limited without eliminating useful interaction?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-099)

### 97. Expression

id: schell-097
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Let players express preferences through meaningful actions.

- What can a player do in their own way while remaining understandable to others?
- Does the result reflect a personal choice or merely the amount spent?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-097)

## Purpose and consequences

### 111. Responsibility

id: schell-111
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Take responsibility for the consequences of design choices.

- Who is affected by this decision, and how?
- What observable harm calls for a design change?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-111)

### 110. Transformation

id: schell-110
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Consider how the experience affects someone after play.

- What change in knowledge, habits or attitudes might play produce?
- How could beneficial and unwanted effects of that change be examined?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-110)

### 113. Your Secret Purpose

id: schell-113
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Name the personal purpose behind creating the game.

- What personal motive am I pursuing through this project?
- Does today's work align with that motive?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-113)

### 112. The Raven

id: schell-112
Author: Jesse Schell
Source: [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design)

Relate limited time to the value of the work.

- Is this project worth time that cannot be recovered?
- Which work should stop so that what matters can be preserved?

[Original reference](https://deck.artofgamedesign.com/) · [Permalink](https://gamemechanics.pro/en/lenses/#schell-112)

## Sources

- [Schell: 113 second-edition lenses](https://schellgames.com/art-of-game-design): The core set was checked against the supplied second-edition notes. The author’s official page links to the book and deck.
- [Schell: third-edition additions](https://api.pageplace.de/preview/DT0400.9781351803649_A38251642/preview-9781351803649_A38251642.pdf): The third-edition table of lenses confirms 67½, 93½ and 95½. The additions were checked in the official deck.
- [Deterding: intrinsic skill atoms](https://pure.york.ac.uk/portal/en/publications/the-lens-of-intrinsic-skill-atoms-a-method-for-gameful-design/): A separate gameful design method from a 2015 paper, explained in the author’s How to Do Gameful Design course. It does not extend Schell’s numbering.
