Gameplay loop and mechanics rationalizer

A tool to understand how successful small indie games engineer their loops around what their audience expects, and then to choose my own mechanics from what was learned. Point at a mark to see what it is and why it sits there, or at a motivation dot to see what it means; pick a game on the right.

The map, its two axes and its 12 motivations are Nick Yee's, from Quantic Foundry: “Gaming Motivations Group Into 3 High-Level Clusters” (21 December 2015), built from the Gamer Motivation Profile answers of over 140,000 gamers. The picture behind the chart is theirs. The games listed for each motivation come from Quantic Foundry's lists of the favourite games of each motivation's strongest scorers. Everything placed on the map is this page's own judgement, not Quantic Foundry's data.

Quantic Foundry's motivation map with the axes World to Player and Cerebral to Kinetic

Games

The first row is this game. The others are small indie successes, each split into its loops on the same axes; a bigger mark is a bigger part of the play. The green diamond is the game's audience, read from its Steam tags and pitch without looking at the loops.

What the picture shows for this game's pool

How the positions were made

All shapes

# Shape Group World ↔ Player Cerebral ↔ Kinetic