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  • A word about averages

    In service-based games, averages are misleading. Humans tend to understand averages through the lens of physical properties. If I tell you that the height of an average male human is 5′9″ and ask you to guess the...

    • Posted 5 years ago
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  • The Session and the On-Ramp

    The Pyramid is a framework for the strategy of your game design. The Session is tactical. It forms the fundamental building block of service games. It addresses the questions: How will I get my players to open...

    • Posted 5 years ago
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  • Three Design Razors

    In philosophy, a razor is a principle or rule of thumb that allows one to eliminate unlikely explanations for a phenomenon. The most famous is Occam’s Razor, “among competing hypotheses, the one with the fewest assumptions should...

    • Posted 5 years ago
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  • The Core Loop: a motor of retention

    When I first developed the Pyramid, I used the phrase Base Game, Retention Game and Superfan Game. (And other people used the terms Meta Game and Elder Game). I avoid those terms now because there is only...

    • Posted 5 years ago
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  • Retention Layers in Board Games

    I’ve focused on the Retention Layer in video games, but we are also seeing it emerge in board games. Beasts of Balance is a hybrid digital/ physical game. The physical game is a “balance things on top...

    • Posted 6 years ago
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  • Robert Cialdini’s Six Principles of Influence

    Robert Cialdini is professor of Marketing and professor of Psychology at Arizona State University. That is a dangerous combination. In 1985, Cialdini published Influence, in which he identified six principles that all compliance professionals—by which he means...

    • Posted 6 years ago
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  • Product vs. Service Games

    The Pyramid and the other tools that I introduce in this book improve both product and service games. They are much more important for service games. Imagine two different scenarios: Maria has heard good things about Generic...

    • Posted 6 years ago
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