The Art of Game Design:\A Book of Lenses\\\\Jesse Schnell\2008
system
Essential Experience
Surprise
Fun
Curiosity
Endogenous Value
Problem Solving
The Elemental Tetrad
Holographic Design
Unification
Resonance
Infinite Inspiration
The Problem Statement
The Eight Filters
Risk Mitigation
The Toy
The Player
Pleasure
Flow
Needs
Judgment
Functional Space
Dynamic State
Emergence
Action
Goals
Rules
Skill
Expected Value
Chance
Fairness
Challenge
Meaningful Choice
Triangularity
Skill vs. Chance
Head and Hands
Competition
Cooperation
Competition vs. Cooperation
Time
Reward
Punishment
Simplicity/Complexity
Elegance
Character
Imagination
Economy
Balance
Accessibility
Visible Progress
Parallelism
The Pyramid
The Puzzle
Control
Physical Interface
Virtual Interface
Transparency
Feedback
Juiciness
Channels and Dimensions
Modes
The Interest Curve
Inherent Interest
Beauty
Projection
The Story Machine
The Obstacle
Simplicity and Transcendence
The Hero’s Journey
The Weirdest Thing
Story
Freedom
Indirect Control
Collusion
The World
The Avatar
Character Function
Character Traits
The Interpersonal Circumplex
The Character Web
Status
Character Transformation
Inner Contradiction
The Nameless Quality
Friendship
Expression
Community
Griefing
Love
The Team
Documentation
Playtesting
Technology
The Crystal Ball
The Client
The Pitch
Profit
Transformation
Responsibility
The Raven
Your Secret Purpose
