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# Player Journey Map: [Game Title]
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> **Status**: Draft | In Review | Approved
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> **Author**: [game-designer / creative-director]
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> **Last Updated**: [Date]
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> **Links To**: `design/gdd/game-concept.md`, `design/gdd/game-pillars.md`
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---
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## Journey Overview
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[One paragraph capturing the full emotional arc from first launch to long-term
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play. This is the player's story, not the game's feature list. Describe the
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journey in emotional terms: where do they start (curious, skeptical, cautious),
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how does the relationship with the game deepen, what is the peak emotional
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experience, and what sustains them afterward?
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Example: "The player arrives skeptical and slightly overwhelmed, is quickly
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disarmed by an early moment of unexpected delight, spends the middle hours
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discovering that the systems run deeper than they first appeared, and eventually
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reaches a state of confident mastery where they generate their own challenges and
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share their discoveries with others."
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If this arc cannot be described in one paragraph, the emotional design is not
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yet clear enough — resolve that ambiguity before filling in the phases below.]
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---
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## Target Player Archetype
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[3-4 lines describing the player's MINDSET and gaming literacy, not their
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demographics. Demographics answer "who are they" — this answers "how do they
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approach games."
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Describe: What expectations do they carry from other games? How patient are
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they with systems that don't explain themselves? Do they read tooltips or ignore
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them? Do they lean into challenge or route around it? Are they here for a story,
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a power trip, a creative outlet, or a test of skill?
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Example: "A player who has finished at least one other game in this genre and
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arrived with a specific hypothesis about what to expect. They are willing to
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invest 30+ minutes before judging the game, they read item descriptions, and they
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find emergent mastery more satisfying than scripted victories. They feel respected
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when the game trusts them to figure things out."]
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---
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## Journey Phases
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> **Guidance**: The six phases below are the standard template. Not all phases
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> apply to all games. A short narrative game may not have Habitual Play or
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> Long-Term Engagement. A puzzle game may compress Orientation into First Contact.
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> Delete or merge phases that genuinely do not apply — do not fill them with
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> placeholder values to make the template look complete.
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---
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### Phase 1: First Contact (0-5 minutes)
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**Emotional state on arrival**: [What is the player feeling before they touch
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the game? They may be skeptical (purchased on impulse), curious (followed
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recommendations), or expectant (been waiting for it). This state is your
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starting condition — your design must meet them there.]
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**Primary question the player is asking**: [e.g., "Is this worth my time?",
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"Will this be too hard?", "Do I understand what I'm supposed to do?"]
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**Key experience the game must deliver**:
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[What MUST happen in these five minutes for the player to stay? Not a tutorial
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beat — an emotional beat. The first contact experience should answer the player's
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primary question with a confident "yes." It may be a moment of beauty, a
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satisfying mechanical click, a surprising twist on a familiar genre pattern, or
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an early win that feels earned.]
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**Emotional state on exit**: [What does success look like? e.g., "Curious
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about the next layer", "Surprised that this feels different from similar games",
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"Already thinking about a decision they made and whether it was right."]
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**Risk if this phase fails**: [What does the player do? e.g., "Refund within
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the 2-hour Steam window", "Put it down and never return", "Post a negative
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first impression", "Recommend it to no one."]
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---
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### Phase 2: Orientation (5-30 minutes)
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**Emotional state on arrival**: [Player is intrigued but not yet committed.
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They are forming their first mental model of what this game is.]
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**Primary question the player is asking**: [e.g., "How does this actually work?",
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"What am I building toward?", "Am I going to be good at this?"]
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**Key experience the game must deliver**:
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[This is the window where the player builds their foundational mental model.
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Describe the one or two "aha" moments that crystallize the game's identity.
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The player should feel competence growing — their predictions about the game
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should start coming true. They should also catch their first glimpse of depth:
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a system or interaction that hints "this goes further than I thought."]
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**Emotional state on exit**: [e.g., "Has a working model of the core loop",
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"Has made at least one meaningful decision they care about the outcome of",
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"Feels the skill ceiling is higher than it first appeared."]
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**Risk if this phase fails**: [e.g., "Player concludes the game is shallow",
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"Player feels lost and stops trying", "Player never forms a goal."]
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---
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### Phase 3: First Mastery (30 minutes - 2 hours)
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**Emotional state on arrival**: [Player understands the basics and is testing
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the edges. They are actively trying to get better rather than just trying to
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understand.]
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**Primary question the player is asking**: [e.g., "What's the right strategy?",
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"What's possible if I get good at this?", "What am I missing?"]
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**Key experience the game must deliver**:
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[This is the phase where the player earns their first genuine skill victory —
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a moment where something that was hard becomes easy through their own growth,
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not through the game getting easier. It should feel like crossing a threshold.
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They should also discover their first piece of emergent depth: a system
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interaction, a build synergy, or a hidden mechanic that rewards curiosity.
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According to Csikszentmihalyi's flow model, challenge must scale here — introduce
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the first real test of the skills they've been building.]
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**Emotional state on exit**: [e.g., "Proud of a specific decision or victory",
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"Has an opinion about what the 'right' way to play is (even if wrong)",
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"Has questions they want to answer in their next session."]
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**Risk if this phase fails**: [e.g., "Player never reaches flow state and stops
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before the game gets interesting", "Player forms wrong mental model and blames
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the game when it breaks."]
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---
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### Phase 4: Depth Discovery (2-10 hours)
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**Emotional state on arrival**: [Player has a working strategy and is starting
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to see its limits. They are ready to discover that there is more.]
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**Primary question the player is asking**: [e.g., "Is there a better way?",
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"What am I missing that other players know?", "How deep does this actually go?"]
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**Key experience the game must deliver**:
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[This is where the game's true depth must reveal itself. Players who reach this
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phase are your core audience — they have cleared the onboarding and proven their
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commitment. They should discover systems, combinations, or strategies that
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recontextualize everything they have done so far. The world should feel larger
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than the tutorial implied. This is also the phase where Bartle's Explorers find
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their reward: content and knowledge that only the curious find.
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Design note: Depth Discovery is where many indie games fail silently. Players
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exhaust the visible content without ever finding the hidden depth. Audit every
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layer of depth in this window and confirm it is discoverable without a guide.]
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**Emotional state on exit**: [e.g., "Has rebuilt their strategy from scratch
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at least once", "Can imagine multiple viable approaches to the same problem",
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"Has discovered at least one thing that surprised them."]
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**Risk if this phase fails**: [e.g., "Player concludes they have 'finished'
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the game and feels mild disappointment", "Player recommends the game but says
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'it's a bit short.'"]
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---
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### Phase 5: Habitual Play (10-50 hours)
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> *Note: Not applicable to short-form games (visual novels, short narrative
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> games, puzzle games with fixed content). Delete this phase if the game's
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> intended experience concludes before this timeframe.*
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**Emotional state on arrival**: [Player considers themselves competent. The
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game has become part of their routine. They have a playstyle identity.]
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**Primary question the player is asking**: [e.g., "What's my next goal?",
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"Can I beat my previous record?", "What haven't I tried yet?"]
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**Key experience the game must deliver**:
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[Habitual play requires the game to offer goals beyond the tutorial narrative.
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The player generates their own challenges, pursues optional content, or begins
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competing (against the game, other players, or their own records). This phase
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sustains through Bartle's Achiever motivations: collection completion, mastery
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benchmarks, visible milestones. It also requires natural session endings that
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leave forward tension — the player should always stop with something unfinished
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that they want to return to.]
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**Emotional state on exit**: [e.g., "Has a specific goal they are working toward
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across multiple sessions", "Considers themselves part of a community of people
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who play this game."]
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**Risk if this phase fails**: [e.g., "Player churns after completing main content
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and never returns", "Game fails word-of-mouth because players don't develop
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strong opinions about it."]
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---
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### Phase 6: Long-Term Engagement (50+ hours)
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> *Note: Only applies to games designed for extended play — live service games,
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> deeply systemic games, competitive games, and games with community-driven
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> content. Delete this phase if it does not fit the game's design intent.*
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**Emotional state on arrival**: [Player is a veteran. The game is part of their
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identity to some degree. They are invested in the community and the ecosystem.]
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**Primary question the player is asking**: [e.g., "What's new?", "Can I reach
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the top?", "Can I find something no one has found before?"]
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**Key experience the game must deliver**:
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[Long-term engagement is sustained by different mechanisms than initial fun:
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social status, creative expression, competitive standing, or the role of expert
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and guide. Design for this phase by asking what role a veteran player wants to
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play in the ecosystem — not just what content they want to consume. Systems
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that enable knowledge transfer (guides, community sharing, mentorship) dramatically
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extend this phase.]
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**Emotional state on exit**: [e.g., "Part of a community", "Considered an
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expert by newer players", "Invested in the game's ongoing development and direction."]
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**Risk if this phase fails**: [e.g., "Veteran players leave and take their
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social influence with them, accelerating churn in the broader player base."]
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---
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## Critical Moments
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> **Guidance**: These are specific, individual events — not phases — that
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> must land with precision. A critical moment is a single interaction, scene,
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> or beat that carries outsized emotional weight. Missing it (through bad UX,
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> poor timing, or weak feedback) can derail the entire journey. Identify 8-15
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> such moments across the game.
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| Moment | Phase | Emotional Target | If It Fails |
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|--------|-------|-----------------|-------------|
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| [The first death] | [First Contact] | [Surprise followed by understanding — "I see what I did wrong"] | [Player feels the death was unfair and loses trust in the game's fairness] |
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| [The first big win] | [Orientation] | [Earned pride — "I figured that out myself"] | [Player feels the win was handed to them and undervalues it] |
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| [The first system discovery] | [First Mastery] | [Delight — "I didn't know you could do that"] | [Player misses it entirely and never discovers the depth] |
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| [The moment the world opens up] | [Depth Discovery] | [Awe followed by hunger — "How much more is there?"] | [Player feels underwhelmed and concludes they have seen everything] |
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| [The first endgame goal] | [Habitual Play] | [Renewed purpose — "Now I have something to work toward"] | [Player completes the main content and feels finished] |
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| [Add moment] | [Phase] | [Emotional target] | [Failure consequence] |
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---
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## Retention Hooks
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> **Guidance**: Retention hooks are the specific mechanisms that pull the player
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> back to the next session. They operate at different time scales. A game with
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> only one hook type has a fragile retention loop. Strong games layer multiple
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> hook types, so players with different motivations all have a reason to return.
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>
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> Map each hook to the systems that deliver it — if a hook has no system behind
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> it, it is an aspiration, not a design.
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| Hook Type | Hook Description | Systems That Deliver It |
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|-----------|-----------------|------------------------|
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| **Session Start** | [What draws the player in when they launch? e.g., "Unresolved choices from last session", "World state changed while they were away", "Daily reward waiting"] | [System names, e.g., "Persistent world state, save system, daily login reward"] |
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| **Session End** | [What feeling do they have as they close the game? e.g., "A goal just out of reach", "A question unanswered", "An upgrade ready to use next time"] | [e.g., "Progress bar at 90%, next-session unlock notification"] |
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| **Daily Return** | [What reason exists to play today vs. skipping a day? e.g., "Daily challenge", "Time-gated resource replenishment", "Limited-time event"] | [e.g., "Daily quest system, resource regen timers, event calendar"] |
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| **Long-Term** | [What provides purpose across weeks? e.g., "Season pass milestones", "Competitive ranking reset", "Community challenge goals"] | [e.g., "Ranked system, seasonal content, community events"] |
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---
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## Player Progression Feel
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[Describe HOW the player should experience their progression — not the mechanical
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system (that belongs in GDDs), but the FEELING of growing.
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Choose the primary progression feeling and describe what it should feel like in
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concrete emotional terms. Examples of distinct progression feelings:
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- **Power growth**: "The player should feel increasingly dangerous. Early game
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combat should feel tense and measured; late game combat should feel effortless
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against common enemies, reserving challenge for elite encounters."
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- **World expansion**: "The player's sense of the world should grow outward.
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Each new area should make the map feel larger, not just longer."
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- **Story revelation**: "The player should feel like they are slowly assembling
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a picture. Early revelations should recontextualize what they have already seen."
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- **Skill improvement**: "The player should feel themselves getting sharper.
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Encounters they struggled with early should feel controlled by mid-game,
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not because they got more powerful, but because their decisions improved."
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- **Community status**: "The player should feel a growing sense of belonging and
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recognition within the player community as their knowledge deepens."
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Answer: what is the primary progression feeling in this game, and what does it
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concretely look and feel like at the beginning, middle, and end of the journey?]
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---
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## Anti-Patterns to Avoid
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> **Guidance**: Anti-patterns are recurring design mistakes that reliably
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> break the player journey. List the ones most relevant to this specific game
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> and how the design actively guards against them. Be specific — "avoid bad UX"
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> is not an anti-pattern, it is a platitude.
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- **[Player feels punished for experimenting]**: [e.g., "The crafting system
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should never consume irreplaceable resources. All experiment costs must be
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recoverable within one session."]
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- **[Player loses progress with no explanation]**: [e.g., "All save points are
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visible before risky encounters. Progress loss must always be preceded by a
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warning the player could have noticed."]
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- **[Difficulty spike creates a wall, not a gate]**: [e.g., "When a player
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fails an encounter three times, the game surfaces a contextual hint. A wall
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stops progress; a gate requires the right key — make sure players know what
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key they need."]
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- **[Player reaches the content ceiling before the emotional arc completes]**:
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[e.g., "The game should never run out of content while the player still has
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unanswered questions about the world or their build."]
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- **[Mandatory systems are introduced too late to feel meaningful]**: [e.g.,
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"Any system the player must engage with in the late game must be introduced
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in an optional or low-stakes context earlier."]
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- **[Add anti-pattern specific to this game's design risks]**: [Description]
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---
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## Validation Questions
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> **Guidance**: These are questions a playtester session facilitator asks
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> during or after a session to verify the journey is working as intended.
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> They are not yes/no questions — they probe the player's emotional experience
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> and surface gaps between design intent and player reality.
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**First Contact (0-5 min)**
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- [ ] "Without looking at any menus or tooltips, what do you think this game is about?"
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- [ ] "What's the first thing you want to do next?"
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**Orientation (5-30 min)**
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- [ ] "What does winning or succeeding look like to you right now?"
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- [ ] "Is there anything you feel like you should understand but don't?"
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**First Mastery (30 min - 2 hrs)**
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- [ ] "What's the best decision you've made so far? Why did you make it?"
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- [ ] "What would you do differently if you started over?"
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**Depth Discovery (2-10 hrs)**
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- [ ] "Has the game surprised you? When? How did it feel?"
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- [ ] "What questions do you have about systems you haven't fully explored?"
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**Habitual Play (10-50 hrs)**
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- [ ] "What's your current goal? How long have you been working toward it?"
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- [ ] "Have you told anyone about this game? What did you say?"
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**General (any phase)**
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- [ ] "If you had to stop playing right now, what would you be most eager to
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come back for?"
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- [ ] "Is there anything you feel the game is not letting you do that you want to do?"
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---
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## Open Questions
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| Question | Owner | Deadline | Resolution |
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|----------|-------|----------|-----------|
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| [Does the Phase 1 hook work for players without prior genre experience?] | [game-designer] | [Date] | [Unresolved] |
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| [Is Phase 4 depth discoverable without external guides?] | [game-designer, ux-designer] | [Date] | [Unresolved] |
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| [Add question] | [Owner] | [Date] | [Resolution] |
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