System Alchemist
A game should be a playground where fun emerges from systems and player invention, not designer-provided answers.
Detailed Metrics
SC: System / Rule ↔ Sensation / Emotion
(Structure / Rules ↔ Feel / Emotion)
Definition
SC represents whether game fun is expected to come from learning and mastering rules and systems, or directly from immediate sensory and emotional stimulation.
Viewpoint
- The System / Rule side sees games as cognitive systems to understand and internalize.
- The Sensation / Emotion side sees games as experiential media that trigger feeling and emotion.
DE: Deliberation ↔ Experiment
(Decision / Specification ↔ Experiment / Observation)
Definition
DE represents whether decisions are aligned through prior hypotheses, specs, and principles, or refined iteratively through implementation, play, and observation.
Viewpoint
- The Deliberation side treats development as a problem that can be defined in advance.
- The Experiment side treats development as a problem you only understand by building and testing.
TM: Tight-control ↔ Modular-interaction
(Tight-control / Progression ↔ Modular-interaction / Interaction)
Definition
TM represents whether rules are used for tight control of experience and outcomes, or opened up so players can generate situations and meta through modular interactions.
Viewpoint
- The Tight-control side views games as experience structures owned and guaranteed by designers.
- The Modular-interaction side views games as situation-generating systems shaped by players.
One-line summary
- SC: Is fun rooted in understanding or in felt sensation?
- DE: Does development begin with definition or learn through experimentation?
- TM: Are rules tools for tight control or ingredients for modular interaction?