One of the pillars of motivation is a framework known as Competence, Autonomy and Relatedness. But the last one, although being one of the most important for social connection, is often left behind by (especially single-player) game designers. How can you add Relatedness to your single-player games?
Tag: player mind
Player Decision in the Book of Laws
Frostpunk’s Book of Laws can seem like a regular tech tree, but behind its (not so) innocent appearance, you can find a source of well-crafted opportunities for players to make meaningful decisions about the people in their colony. Can humanising these characters have an influence on players’ decisions?