How to use them Choose 3–5 lenses for one problem. Record your answers and a concrete change. Then test it with a player: team answers remain assumptions until supported by playtest observations.
Numbers 1–113 follow the second edition. Three third-edition additions use 67½, 93½ and 95½. Deterding’s method is listed separately.
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Theme All themes Experience and emotions Player and motivation Concept and ideas Rules and systems Choices and balance Puzzles and interfaces Team and release Interest and story Characters and world Social play Purpose and consequences
Author and edition All sources Schell: 113 second-edition lenses Schell: third-edition additions Deterding: intrinsic skill atoms
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Reset search Experience and emotions 2 Essential Experience Identify the experience that gives the game its purpose. Jesse Schell · Schell: 113 second-edition lenses
Review questions How would you describe its essential experience without listing features? Which mechanic expresses that experience, and which dilutes it? 5 Fun Find the specific actions players want to repeat. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which action does a tester repeat voluntarily? What would be lost if its most enjoyable moment were removed? 1 Emotion Design the player's feelings alongside the sequence of events. Jesse Schell · Schell: 113 second-edition lenses
Review questions What emotional change should one session create? Where does a playtest reveal a different feeling, and what causes it? 8 Problem Solving View play as problems the player learns to solve. Jesse Schell · Schell: 113 second-edition lenses
Review questions What problem does the player's next action address? Do combinations of rules create new problems beyond additional levels? 6 Curiosity Sustain questions players want to answer through play. Jesse Schell · Schell: 113 second-edition lenses
Review questions What does the player want to discover after first encountering the game? How does answering one question reveal another interesting one? 7 Endogenous Value Connect points and items to things that matter within the rules. Jesse Schell · Schell: 113 second-edition lenses
Review questions What useful decision does this item make possible? Does the reward remain desirable after its novelty wears off? 4 Surprise Create unexpected events that make sense once they happen. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which player expectation does the game disrupt in an interesting way? Can a player create an unexpected situation for themselves or an opponent? 3 Venue Consider the physical and social setting in which play happens. Jesse Schell · Schell: 113 second-edition lenses
Review questions What surrounds the player, and how much attention can they give? How do noise, screen size or other people change the session? Player and motivation 19 The Player Design for specific people and play contexts. Jesse Schell · Schell: 113 second-edition lenses
Review questions What does the intended audience already know and expect? Which interface element assumes experience that audience lacks? 23 Motivation Understand why a player starts and sustains an action. Jesse Schell · Schell: 113 second-edition lenses
Review questions What motivates continued play after the stated goal is complete? Which external reward displaces interest in the action itself? 22 Needs Connect the experience to the intended audience's needs. Jesse Schell · Schell: 113 second-edition lenses
Review questions What need does this mode or reward support? Does the system demand something that conflicts with the player's need? 21 Flow Align a clear goal, focused attention and an achievable challenge. Jesse Schell · Schell: 113 second-edition lenses
Review questions 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? 20 Pleasure Distinguish pleasures such as exploration, connection and mastery. Jesse Schell · Schell: 113 second-edition lenses
Review questions What kinds of pleasure do different actions provide? Which pleasure valued by the audience lacks support? 25 Judgment Examine how the game judges actions and communicates results. Jesse Schell · Schell: 113 second-edition lenses
Review questions Does the player understand which action earned that evaluation? Does evaluation help improvement or merely announce failure? 24 Novelty Offer a noticeable difference that matters during play. Jesse Schell · Schell: 113 second-edition lenses
Review questions What feels new to the player, and how does it change decisions? Does that feature remain interesting once it becomes familiar? Concept and ideas 14 The Problem Statement Define the design problem before choosing a solution. Jesse Schell · Schell: 113 second-edition lenses
Review questions What observable result are we trying to create for the player? Which current feature does not help solve that problem? 9 The Elemental Tetrad Align mechanics, story, aesthetics and technology. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does each of the four elements support the essential experience? Where does improving one element undermine another? 16 Risk Mitigation Test risky assumptions before expensive development. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which mistaken assumption would make the project unviable? Which inexpensive experiment would test that assumption directly? 15 The Eight Filters Review the concept from creative, audience, technical and business perspectives. Jesse Schell · Schell: 113 second-edition lenses
Review questions 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? 11 Unification Check whether details reinforce a shared theme. Jesse Schell · Schell: 113 second-edition lenses
Review questions What shared promise connects rules, sound and visuals? Which detail feels out of place, and what could replace it? 17 The Toy Check whether interaction is enjoyable without a required goal. Jesse Schell · Schell: 113 second-edition lenses
Review questions Is interacting still appealing when victory and scoring are disabled? Which system property invites experimentation? 10 Holographic Design Connect the game's structure to the player's experience of it. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does a rule change affect feelings, story and presentation? Can a tester's impression be traced to a specific combination of elements? 12 Resonance Look for ideas that produce a strong personal response. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which part of the concept resonates most with its creator and audience? What player action could convey that response? 13 Infinite Inspiration Draw inspiration from experiences beyond other games. Jesse Schell · Schell: 113 second-edition lenses
Review questions What experience outside games suggests an unusual rule or feeling? What matters most when translating it into play? 18 Passion Check whether interest in the concept can sustain the work. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which part of the game keeps the team interested after setbacks? Does that interest align with what attracts the player? Rules and systems 32 Goals Make goals understandable, attainable and appealing to the player. Jesse Schell · Schell: 113 second-edition lenses
Review questions Can the player explain the immediate and overall goal? Which goal allows several meaningful ways to achieve it? 31 Action Distinguish available commands from the strategies they enable. Jesse Schell · Schell: 113 second-edition lenses
Review questions What can the player do, and what decisions emerge from combining actions? Which action is rarely used, and why is it still needed? 33 Rules Review explicit restrictions and rules silently enforced by the system. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which rules must the player know before the first important decision? Where does a rule's implementation differ from the game's explanation? 28 The State Machine Describe the system's valid states and transitions. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which transitions can the player trigger, and under what conditions? Is there a state that cannot be exited in the expected way? 34 Skill Identify the physical, mental and social skills used in play. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which skill explains the difference between a beginner and an expert? Does the game provide a safe way to practice that skill? + Intrinsic Skill Atoms Examine an inherent challenge as a loop of goals, actions, rules and feedback. Sebastian Deterding · Deterding: intrinsic skill atoms
Review questions Which skill develops through repeated interaction with this loop? Which difficulties belong to the activity itself, and which come from a cumbersome system? 26 Functional Space Model space through the connections and constraints on actions. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which positions offer different possibilities despite looking similar? How do boundaries and transitions between areas change strategy? 27 Time Treat duration, order and pacing as parts of the rules. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which decisions change when time speeds up or slows down? Where does waiting create tension, and where does it merely delay play? 30 Emergence Look for complex behavior arising from simple interactions. Jesse Schell · Schell: 113 second-edition lenses
Review questions What unexpected ways of playing arise from combined rules? Could richer interactions replace an additional standalone feature? 36 Chance Examine the role of uncertainty and how probabilities are understood. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does randomness affect decisions before an event and reactions afterward? Can the player manage risk or merely wait for the outcome? 35 Expected Value Compare an outcome's likelihood with the value of its result. Jesse Schell · Schell: 113 second-edition lenses
Review questions What are the average gains and losses of each risky decision? Does that calculation match the value perceived by the player? 29 Secrets Distribute information deliberately between the system and players. Jesse Schell · Schell: 113 second-edition lenses
Review questions Who knows an important fact, and who can discover it? Does hidden information create an interesting inference or a random mistake? Choices and balance 39 Meaningful Choices Give decisions distinct consequences and real tradeoffs. Jesse Schell · Schell: 113 second-edition lenses
Review questions Are there situations in which each offered option is useful? How can the player understand a choice's cost before making it? 38 Challenge Adjust difficulty to skill growth and the intended experience. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does the player understand a failure and the next improvement to try? Can difficulty change without losing the essence of the challenge? 53 Balance Tune relationships between elements to support the intended experience. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which strategy crowds out the others, and under what conditions? How would a balance change affect beginners and experts differently? 37 Fairness Align the conditions of success with the mode's promise. Jesse Schell · Schell: 113 second-edition lenses
Review questions What advantages do participants have before competition begins? Does the audience consider those differences appropriate for this mode? 48 Simplicity/Complexity Distinguish complicated rules from deep resulting decisions. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which rule could be removed while preserving interesting decisions? Which simple interaction generates varied situations? 41 Skill vs. Chance Choose a balance of control and uncertainty that suits the audience. Jesse Schell · Schell: 113 second-edition lenses
Review questions How often does the stronger player lose because of an uncontrollable event? Does that result support the intended tension or undermine trust? 46 Reward Choose the reward's form and timing to fit the player's action. Jesse Schell · Schell: 113 second-edition lenses
Review questions What valuable feedback does this reward provide? Does it encourage the intended play or incidental point farming? 47 Punishment Examine what a loss teaches and how much time it costs. Jesse Schell · Schell: 113 second-edition lenses
Review questions What does the player understand after a penalty that they did not know before? Are the consequences proportionate to the error and recovery options? 49 Elegance Seek elements that serve several coherent purposes. Jesse Schell · Schell: 113 second-edition lenses
Review questions Could one element support learning, strategy and theme? Which standalone system duplicates something already present? 52 Economy Review how game value is produced, spent and exchanged. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which sources and sinks control the amount of a resource? Do spending decisions remain interesting late in the game? 42 Head and Hands Balance thought with the physical execution of actions. Jesse Schell · Schell: 113 second-edition lenses
Review questions Where does success require planning, and where does it require precise execution? Can a player's strength compensate for a weakness within suitable limits? 43 Competition Make comparisons of performance understandable and motivating. Jesse Schell · Schell: 113 second-edition lenses
Review questions What are rivals comparing, and how much depends on their actions? What encourages the losing player to try again? 44 Cooperation Create reasons to coordinate and help one another. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does one player's contribution expand another's options? Can a participant remain useful despite a skill gap? 45 Competition vs. Cooperation Examine how shared and opposing interests interact. Jesse Schell · Schell: 113 second-edition lenses
Review questions When is helping beneficial, and when is competing beneficial? Does an individual reward undermine the team's shared goal? 40 Triangularity Compare a small safe gain with a larger risky one. Jesse Schell · Schell: 113 second-edition lenses
Review questions What does the player gain by choosing a dangerous route over a safe one? Does the best choice change with the current situation? 50 Character Preserve expressive quirks that distinguish the game from a generic design. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which unusual property makes the game recognizable? Does the rough edge being fixed hinder play or give the game character? 51 Imagination Decide what to show explicitly and what players can imagine. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which gaps will players willingly fill with their imagination? Where does missing information obscure a required action? Puzzles and interfaces 59 Control Check whether intention, action and outcome feel connected. Jesse Schell · Schell: 113 second-edition lenses
Review questions Does a familiar command produce the expected result? Where does latency or a restriction make control feel lost? 63 Feedback Communicate state and action consequences at the right time. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does the player distinguish an accepted command from an ignored one? Does the system's response help the player choose their next action? 62 Transparency Make controls understandable enough for attention to remain on play. Jesse Schell · Schell: 113 second-edition lenses
Review questions When does the player stop thinking about the interface and focus on the problem? Which operation repeatedly draws attention back to the controls? 60 Physical Interface Consider the player's actual devices and body. Jesse Schell · Schell: 113 second-edition lenses
Review questions Is a frequent action comfortable on the intended device? How do grip, effort or fatigue affect available controls? 61 Virtual Interface Organize on-screen elements around the player's decisions. Jesse Schell · Schell: 113 second-edition lenses
Review questions What information must be visible at the moment of choice? Which element consumes attention without helping action? 54 Accessibility Let players begin solving a problem without an insurmountable entry barrier. Jesse Schell · Schell: 113 second-edition lenses
Review questions Is there an understandable first step toward solving the puzzle? What hint helps players begin while preserving their own discovery? 55 Visible Progress Make progress toward a goal visible, especially in longer tasks. Jesse Schell · Schell: 113 second-edition lenses
Review questions What changed after the player's effort, and can they see it? How can partial success be shown without revealing the whole solution? 58 The Puzzle Create an understandable problem with discovery rather than hidden-demand guessing. Jesse Schell · Schell: 113 second-edition lenses
Review questions What insight allows the player to move from being stuck to solving it? Is there enough observable evidence to reach that insight? 66 Channels and Dimensions Distribute information across visual, audio and other signals. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which messages compete within the same perceptual channel? Can important states be distinguished without confusing their signals? 67 Modes Show when the same controls change meaning. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does the player recognize the current mode before acting? Can a mode switch causing repeated errors be removed? 67½ Metaphor Check whether a familiar comparison makes an interface understandable. Jesse Schell · Schell: third-edition additions
Review questions What expectations does the metaphor create, and does the game satisfy them? Where would abandoning the metaphor make interaction clearer? 64 Juiciness Amplify an action's feel through expressive, coherent feedback. Jesse Schell · Schell: 113 second-edition lenses
Review questions How do sound, motion and visuals emphasize a meaningful moment? Do abundant effects obscure an important signal? 65 Primality Use immediate human responses deliberately. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which image or sound evokes a response before rules are explained? Does that response support what is happening? 56 Parallelism Offer multiple problems players can switch between. Jesse Schell · Schell: 113 second-edition lenses
Review questions What can the player explore when stuck on the main problem? Do all available branches require the same missing knowledge? 57 The Pyramid Combine learned pieces into a culminating challenge. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which earlier solutions provide material for the final challenge? Does the player understand the links before needing to combine them? Team and release 103 Playtesting Test important questions by observing actual play. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which assumption should the next playtest examine? What observation would distinguish support from a polite reaction? 101 The Team Align the concept, responsibilities and ways of collaborating. Jesse Schell · Schell: 113 second-edition lenses
Review questions Can team members explain the current version's goal consistently? Where does a decision stall because responsibility is unclear? 104 Technology Evaluate technology through its effect on the concept and process. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which game requirement makes this technology necessary? Which tool limitations should be tested in a prototype? 102 Documentation Write documents for a specific decision and reader. Jesse Schell · Schell: 113 second-edition lenses
Review questions Who needs this document, and what action does it support? Which part has already drifted from the current game? 100 Love Examine care for the project as expressed through concrete actions. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which decision shows the team's care for the player's experience? What helps sustain that care during routine work? 107 The Client Distinguish the client's stated request from their underlying need. Jesse Schell · Schell: 113 second-edition lenses
Review questions What outcome is the client trying to achieve through this feature? What check would show that the outcome has been achieved? 109 Profit Connect revenue, costs and sales volume to testable assumptions. Jesse Schell · Schell: 113 second-edition lenses
Review questions How many sales are needed to cover development and distribution? What verified evidence supports the demand forecast? 108 The Pitch Prepare an explanation for a specific audience and decision. Jesse Schell · Schell: 113 second-edition lenses
Review questions What should the listener understand and decide after the pitch? Which demonstration supports the main promise better than a description? 105 The Crystal Ball Treat future changes as assumptions with explicit uncertainty. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which anticipated change will affect release or maintenance? How can dependence on a possibly wrong forecast be reduced? 106 Utopia Consider the positive possibility the game brings into the world. Jesse Schell · Schell: 113 second-edition lenses
Review questions What becomes possible for people because of this game? Can that contribution be observed beyond the creator's promise? Interest and story 69 The Interest Curve Distribute rising tension, peaks and pauses over time. Jesse Schell · Schell: 113 second-edition lenses
Review questions Where does a tester's attention rise and fall during a session? Is there enough quieter time between intense episodes? 78 Story Connect narrative to player actions, goals and consequences. Jesse Schell · Schell: 113 second-edition lenses
Review questions What does the player learn through action rather than explanation? Does the story support what the rules encourage players to do? 79 Freedom Clarify where the player can genuinely choose. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which decisions change play, and which merely imply choice? Which restrictions aid orientation rather than feeling arbitrary? 68 Moments Identify brief episodes players will remember. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which moment does a tester describe first after a session? What prepares that moment and allows it to stand out? 70 Inherent Interest Look for interest inherent in the subject and situation. Jesse Schell · Schell: 113 second-edition lenses
Review questions What attracts attention before rewards and progression are introduced? How does player action let them explore that interest? 74 The Obstacle Create obstacles that make achieving a goal meaningful. Jesse Schell · Schell: 113 second-edition lenses
Review questions Why does overcoming this obstacle matter to the player? Does the challenge reveal the protagonist or merely delay progress? 80 Help Examine whom the protagonist helps and why that matters to the player. Jesse Schell · Schell: 113 second-edition lenses
Review questions Who benefits from the player's actions? How does the game show help's outcome beyond merely promising it? 84 The World Create a coherent world worth exploring beyond its plot. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which patterns in the world can players notice and test? What connects separate places and stories into a coherent whole? 83 Fantasy Examine the wish a player can inhabit within the game world. Jesse Schell · Schell: 113 second-edition lenses
Review questions Who does the player want to become, and what do they want to do? Which required mechanic undermines that role? 73 The Story Machine Examine stories emerging from actions and consequences. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which episode can a player retell as their own story? Which rules create different dramatic consequences across sessions? 81 Indirect Control Guide attention through space, goals and cues. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which detail encourages the intended route without a direct command? Does the player retain a sense of making their own decision? 72 Projection Help the player imagine occupying the protagonist's position. Jesse Schell · Schell: 113 second-edition lenses
Review questions What links the player's intention to the character's action? Where does the character act in a way that breaks that identification? 76 The Hero's Journey Use the journey structure to examine growth rather than as a mandatory template. Jesse Schell · Schell: 113 second-edition lenses
Review questions How do challenges change the protagonist from beginning to end? Which stage helps the game, and which exists only to satisfy a template? 75 Simplicity and Transcendence Combine a recognizable foundation with an extraordinary scale or possibility. Jesse Schell · Schell: 113 second-edition lenses
Review questions What simple conflict makes events immediately understandable? How does the game transcend the ordinary experience of that conflict? 71 Beauty Use aesthetic choices to enrich the experience. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which detail makes players want to pause and examine it? Does beauty coexist with clear player action? 77 The Weirdest Thing Review the world's most unusual premise for clarity and consistency. Jesse Schell · Schell: 113 second-edition lenses
Review questions What seems least plausible to new players? What internal logic makes that premise acceptable? 82 Collusion Coordinate the world and its characters to support the intended experience. Jesse Schell · Schell: 113 second-edition lenses
Review questions How do the environment and characters jointly support the player's path? Where does that coordination become conspicuous and break plausibility? Characters and world 86 Character Function Give each character a clear role in the system and narrative. Jesse Schell · Schell: 113 second-edition lenses
Review questions How would play change if this character were removed? Could duplicate roles be combined without losing meaning? 85 The Avatar Shape the relationship between the player and their in-world representation. Jesse Schell · Schell: 113 second-edition lenses
Review questions 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? 87 Character Traits Express character traits through observable behavior. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which actions reveal a trait without stating it explicitly? Does it appear consistently across different circumstances? 89 The Character Web Examine character relationships as sources of conflict and change. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which relationships change the characters' decisions? How will the relationship network change after the player's action? 91 Character Transformation Make character development a consequence of experienced events. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which decision shows that the character has changed? Do earlier events prepare that change? 92 Inner Contradiction Use conflicting desires and values to give a character depth. Jesse Schell · Schell: 113 second-edition lenses
Review questions Which two things important to the character cannot both be preserved? Which action will reveal that conflict? 94 Atmosphere Coordinate sensory details to support the intended mood. Jesse Schell · Schell: 113 second-edition lenses
Review questions What mood do light, sound, pacing and surroundings create together? Which element conflicts with that mood? 93½ Presence Examine the feeling of being inside the world, especially in VR and AR. Jesse Schell · Schell: third-edition additions
Review questions When does the player feel genuinely located within the world? Which response or inconsistent detail breaks that feeling? 95 Spectation Make play understandable and interesting to a spectator. Jesse Schell · Schell: 113 second-edition lenses
Review questions Can a spectator understand the goal, risk and success without controlling play? Which moments are easy to discuss or show to others? 88 Interpersonal Circumplex Consider behavior along dominance and friendliness dimensions. Jesse Schell · Schell: 113 second-edition lenses
Review questions How does the character's stance differ around a friend and an opponent? Do speech and actions express that relationship style? 90 Status Show characters' relative standing and how it changes. Jesse Schell · Schell: 113 second-edition lenses
Review questions Who holds influence in a scene, and how is that visible? How does a status change affect behavior and player options? 93 The Nameless Quality Look for a sense of a living whole created by coherent details. Jesse Schell · Schell: 113 second-edition lenses
Review questions What makes the world feel convincing beyond the main task? Which detail feels mechanical and disrupts the whole? 95½ Cheatability Review ways to bypass the rules and trust in game outcomes. Jesse Schell · Schell: third-edition additions
Review questions Can someone gain an advantage outside the rules, and would it be noticed? What allows players to trust the fairness of results? Social play 98 Community Support shared interests, norms and sustainable roles. Jesse Schell · Schell: 113 second-edition lenses
Review questions What connects participants beyond being present at the same time? How does a newcomer understand the norms and find a useful role? 96 Friendship Create opportunities to meet people and strengthen relationships. Jesse Schell · Schell: 113 second-edition lenses
Review questions What lets players meet regularly and get to know one another? How does the system support continued contact after a shared task? 99 Griefing Examine ways players can disrupt others for disruption's sake. Jesse Schell · Schell: 113 second-edition lenses
Review questions How could a permitted action ruin another person's session? Can harm be limited without eliminating useful interaction? 97 Expression Let players express preferences through meaningful actions. Jesse Schell · Schell: 113 second-edition lenses
Review questions 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? Purpose and consequences 111 Responsibility Take responsibility for the consequences of design choices. Jesse Schell · Schell: 113 second-edition lenses
Review questions Who is affected by this decision, and how? What observable harm calls for a design change? 110 Transformation Consider how the experience affects someone after play. Jesse Schell · Schell: 113 second-edition lenses
Review questions What change in knowledge, habits or attitudes might play produce? How could beneficial and unwanted effects of that change be examined? 113 Your Secret Purpose Name the personal purpose behind creating the game. Jesse Schell · Schell: 113 second-edition lenses
Review questions What personal motive am I pursuing through this project? Does today's work align with that motive? 112 The Raven Relate limited time to the value of the work. Jesse Schell · Schell: 113 second-edition lenses
Review questions Is this project worth time that cannot be recovered? Which work should stop so that what matters can be preserved? Sources and attribution 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.
Schell: 113 second-edition lenses Jesse Schell · 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 Jesse Schell · The third-edition table of lenses confirms 67½, 93½ and 95½. The additions were checked in the official deck.
Deterding: intrinsic skill atoms Sebastian Deterding · 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.
Original explanations and questions: CC BY 4.0 · gamemechanics.pro contributors
Social play
98CommunitySupport shared interests, norms and sustainable roles.
Jesse Schell · Schell: 113 second-edition lenses
Review questions
96FriendshipCreate opportunities to meet people and strengthen relationships.
Jesse Schell · Schell: 113 second-edition lenses
Review questions
99GriefingExamine ways players can disrupt others for disruption's sake.
Jesse Schell · Schell: 113 second-edition lenses
Review questions
97ExpressionLet players express preferences through meaningful actions.
Jesse Schell · Schell: 113 second-edition lenses
Review questions