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