6 Game Design Lessons from L. Ron Hubbard

1. Have Freedoms, Barriers, and Purposes

2. Reveal Levels and Mechanics Gradually

If Super Meat Boy introduced all its mechanics in the first level, it would be unplayable.

3. Don’t Let the Game End

4. Keep Score

5. Protect the Magic Circle

An illustration of how the Magic Circle allows events within the game to have special meaning. This is from Fundamentals of Game Design by Ernest Adams and Andrew Rollings.

6. Create a Sense of Flow

Just two adults playing a live-action pay-to-win role-playing game called “Scientology auditing.”
  1. Extreme focus on a task.
  2. A sense of active control.
  3. Merging of action and awareness.
  4. Loss of self-awareness.
  5. Distortion of the experience of time.
  6. The experience of the task being the only necessary justification for continuing it.
  1. Have concrete goals with manageable rules.
  2. Demand actions to achieve goals that fit within the person’s capabilities.
  3. Have clear and timely feedback on performance and goal accomplishment.
  4. Diminish extraneous distraction, thus facilitating concentration.

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Misguided activist

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Greg Karber

Greg Karber

Misguided activist

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