CRE342 · Game Mechanics & Gameplay Design · Week 1
Who plays, why they play, and how design shapes what they do
BSc (Hons) Game Design & Development
Not which games. Why. What do you get from them?
Perception, decision-making, problem-solving and memory, and what each means for design.
Bartle's four types, Yee's components and the Quantic Foundry profile.
Self-determination theory, and intrinsic vs extrinsic motivation, to real mechanics.
How games predict, influence and encourage behaviour, and where that becomes a dark pattern.
Perception, decisions, memory, emotion
Bartle, Yee, Quantic Foundry
Maslow, SDT, intrinsic vs extrinsic
Loops, rewards, cues, dark patterns
What it's made of, and where it leads
Cognitive processes and emotional responses
A game only exists when someone plays it. To design well we need to understand four things:
How they perceive, think and remember
What they feel, moment to moment
What different players are after
Why they start, and why they stay


Colour, shape, contrast and space. Red means danger, glowing means "pick me up", and big means important.
Music sets the mood; cues warn and confirm. You often hear the enemy before you see it.
Rumble, adaptive triggers, resistance. The DualSense makes a bowstring feel tight.
When the game breaks the player's model without warning, it feels unfair.

How options are framed and ordered changes what people pick: the default, the highlighted button, the "recommended" build (Thaler & Sunstein, 2008).
Players weigh gains against losses, and losses hurt about twice as much (Kahneman & Tversky, 1979). Losing an hour's progress feels far worse than gaining one.
Mental shortcuts for fast decisions: "red barrels explode", "the chest in the corner is worth it".

What you're using now: about four chunks (Cowan, 2001).
Controls, strategies, lore. Built by practice.
"I've seen this icon." Cheaper than recall.
Players solve problems by analysis, creativity and trial and error, and all three lean on memory.
Teach one thing at a time. Keep the HUD lean. Use icons players already know. Don't make them remember what the game could show.

Overcoming a real challenge.
fiero, frustrationExploring, fiddling, role-play.
wonder, surprisePlaying to change how you feel.
relaxation, excitementPlaying with and against others.
amusement, schadenfreudeMap the warm-up answers onto these four. Which key is missing from the board?
GDnD wiki · Lazzaro's Four Keys to FunPlayer types, and why boxes aren't enough
From players of MUDs, the text-based ancestors of MMOs. Do you prefer to act on or interact with the world or other players?
The types form an ecosystem: Killers need people to fight, Socialisers need people to talk to, and too many Killers drive everyone else away.
Built from MUD players in the 1990s: one genre, one decade, mostly one demographic.
Most people are a mixture that shifts with the game, the mood and who they're playing with.
It was an observation, not a test. Bartle himself later extended it to eight types (2003).
So researchers moved from four boxes to continuous dimensions, measured with questionnaires.
Advancement · mechanics · competition
Socialising · relationships · teamwork
Discovery · role-play · customisation · escapism
The difference from Bartle: these are scores. You can be high on all three, or none. And they came from data.
Take the free profile: quanticfoundry.com. Your result is a shape, not a label.
Needs, motivation and the reward trap
Physiological needs at the base, then safety, love and belonging, esteem, and self-actualisation at the top. Lower needs must be met before higher ones matter.
Survival games climb it literally: food and shelter first, then safety, then a base, a clan, a reputation.
It's a loose fit. Where does "forming an alliance to survive a raid" sit? People chase belonging while hungry all the time. Handy for pitching, weak for designing.


Meaningful choices, freedom of approach, no railroading.

Challenge that fits, clear feedback, visible growth.

Co-op, guilds, companions who remember you.
Across several studies, players' sense of autonomy and competence predicted how much they enjoyed a game and whether they wanted to play again, more than genre or graphics did.
Intuitive controls (you can't feel competent fighting the controller) and presence, the sense of being in the game world.
Design test: for every mechanic, ask which need does this serve, and which might it undermine?
Challenge · curiosity · control · fantasy, plus cooperation, competition and recognition.
masterypurposefunautonomyrelatedness
Points, prizes and status you get for doing it, whether or not you enjoyed it.
pointsbadgesleaderboardslootmoney
Most games mix both. The question is which one is doing the work.
GDnD wiki · Reward Systems DesignChildren who loved drawing were promised a certificate for drawing. Later, with no reward on offer, they drew less than children who'd never been rewarded (Lepper, Greene & Nisbett, 1973).
Across 128 studies, expected, tangible rewards reliably undermined intrinsic motivation (Deci, Koestner & Ryan, 1999).
"Do this and you'll get that." Play becomes work.
"Look how good you've got." It feeds competence.
"Just add points" is not a design.
Predict, influence, encourage, and where to stop
Profiles and telemetry show what players actually do.
Positive loops reward the leader and end games decisively, but can feel hopeless from behind.
Negative loops keep things close and tense, but can feel unfair to the skilled player.
Most good games use both, deliberately.
Level up every 1,000 XP. A burst of effort, then a pause.
Daily login bonus. Players turn up on schedule.
Loot drops, gacha, loot boxes. The most persistent behaviour, and the hardest to stop.
Random world events. Players keep checking in.
Players walk towards light. A lit doorway is an instruction.
Yellow paint on climbable ledges; red on things that explode.
A chime near a secret; music that shifts when danger is close.
Level geometry that funnels the eye and the feet.
Good cues feel like your own idea. Heavy-handed cues take away autonomy.
GDnD wiki · Player GuidanceGrinding; playing by appointment ("come back in 4 hours or your crops die").
Pay to skip the grind the game created; paying to beat your friends.
Spamming contacts for lives; guilt when you let your team down.
Where is the line between engaging and exploiting?
1:00What it is, and what it's made of
How far players are involved, interested and emotionally invested in a game: their motivation to keep going, their absorption in the world, and their commitment to its goals.
Look at the faces. These are stock photos, but nobody needed to tell them how to look.




Feeling present in the world and involved in its activities.
Excitement, satisfaction, empathy with characters.
Meaningful choices that change the world, the story or the outcome.
Decisions, problem-solving and skill-building, not just watching.
Believable worlds and sound · stories that make you care · first-person or close third-person camera.
Meaningful choices · visible consequences · more than one way to solve a problem.
Why challenge has to match skill, what immersion is made of, and what breaks both. You'll test it on yourselves.
Before then: take the 12-question Hexad user type test and note your top type. You'll need it in the practical. Optional: the Quantic Foundry profile too.
GDnD wiki · FlowPlayers have limited attention and working memory. Design for it.
Player types are profiles, not boxes. Bartle gives vocabulary; Yee and Quantic Foundry give data.
Autonomy, competence, relatedness. Ask which need each mechanic serves.
Controlling rewards can crowd out enjoyment. "Just add points" is not a design.
Behaviour design has an ethical edge. Engage players; don't exploit them.
Bartle, R. (1996) 'Hearts, clubs, diamonds, spades: players who suit MUDs', Journal of MUD Research, 1(1).
Bartle, R. (2003) Designing Virtual Worlds. Indianapolis: New Riders.
Cowan, N. (2001) 'The magical number 4 in short-term memory', Behavioral and Brain Sciences, 24(1), pp. 87–114.
Deci, E. L. (1971) 'Effects of externally mediated rewards on intrinsic motivation', Journal of Personality and Social Psychology, 18(1), pp. 105–115.
Deci, E. L., Koestner, R. and Ryan, R. M. (1999) 'A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation', Psychological Bulletin, 125(6), pp. 627–668.
Kahneman, D. and Tversky, A. (1979) 'Prospect theory: an analysis of decision under risk', Econometrica, 47(2), pp. 263–291.
Lazzaro, N. (2004) 'Why we play games: four keys to more emotion without story'. XEODesign.
Lepper, M. R., Greene, D. and Nisbett, R. E. (1973) 'Undermining children's intrinsic interest with extrinsic reward', Journal of Personality and Social Psychology, 28(1), pp. 129–137.
Malone, T. W. and Lepper, M. R. (1987) 'Making learning fun: a taxonomy of intrinsic motivations for learning', in Snow, R. E. and Farr, M. J. (eds) Aptitude, Learning, and Instruction, vol. 3. Hillsdale, NJ: Erlbaum.
Maslow, A. H. (1943) 'A theory of human motivation', Psychological Review, 50(4), pp. 370–396.
Ryan, R. M. and Deci, E. L. (2000) 'Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being', American Psychologist, 55(1), pp. 68–78.
Ryan, R. M., Rigby, C. S. and Przybylski, A. (2006) 'The motivational pull of video games: a self-determination theory approach', Motivation and Emotion, 30(4), pp. 344–360.
Thaler, R. H. and Sunstein, C. R. (2008) Nudge. New Haven: Yale University Press.
Yee, N. (2006) 'Motivations for play in online games', CyberPsychology & Behavior, 9(6), pp. 772–775.
Zagal, J. P., Björk, S. and Lewis, C. (2013) 'Dark patterns in the design of games', Proceedings of Foundations of Digital Games 2013.
Player-Centric Design · Bartle's Taxonomy of Player Types · Self-Determination Theory and Player Psychology · Reward Systems Design · Dark Patterns in Game Design · Cognitive Biases in Games · Player Guidance · Overjustification Effect · Lazzaro's Four Keys to Fun