lens 04 <> curiosity

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... think about the player's true motivations -- not just the goals (y)our game has set forth, but the reasons the player wants to achieve those goals: For example, a maze-finding videogame might have a time-limit goal at each level. A way to make players care more is to play interesting animations when they solve each maze ...

play / social(s) / machine(s) / method(s) / cycle(s)