Discussion about this post

User's avatar
Christopher Kaczmarczyk-Smith's avatar

Really enjoyed this article! This concept reminds me a lot of "Flow" in games. This idea that a game should put the player in a state of flow so that difficulty isn't too hard or too easy. I think the two ideas are actually very similar. What I can't figure out is whether flow is a tool for SGET or if SGET is a tool for flow. I'm leaning towards the latter: you can use staggered goals in order to promote and drive flow in games. Curious of your thoughts!

Expand full comment
Matt Bahntge's avatar

Interesting read as always Geoff.

I'm wondering if you're critical of archetypal engine builders --let's take Dominion's base game for example-- where there is a pivot in the game into buying VP and, critically, where that VP doesn't lead you into the next goal, or where it even slows your momentum overall. "Classic" deckbuilding (where the card goes into your discard instead of your hand) has a delayed momentum to begin with in that you may not see the fruits of your labor for a couple turns, but then the final (second?) act of the game is players mostly just running the engine they've built. They're essentially comparing how well those engines run against each other at this point, but no more of this momentum you're speaking of is being put into the system.

I guess my question overall is if you think Dominion's base game, for example, would be more fun if the building and momentum continued through the end of the game. Is the SGET hypothesis that it objectively makes for a more fun experience (in any game with an engine element) the more that it's used?

Expand full comment
2 more comments...

No posts