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How to Keep Players Engaged (Without Being Evil) | Game Maker's Toolkit

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    I never finished Doom.
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    And I love Doom!
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    It’s amazing.
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    It’s got some of the best shooter combat
    in years.
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    But I just lost interest at a certain point
    and never ended up finishing it.
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    Whereas other games, games I don’t even
    like as much as Doom, have kept me utterly
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    rapt until the very end.
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    And this has left me wondering about how games
    can do better to keep their players engaged.
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    That’s the word i want to use here, by the way.
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    I’m talking about engaging games, not addictive
    games - which I don’t think responsible
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    designers should be trying to craft.
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    So I’m not interested in games that are
    designed in such a way that players can’t
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    stop themselves, and I won’t be talking
    about games that use psychological tricks
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    like skinner boxes, daily rewards, resource
    decay, loss aversion, and the like.
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    This isn’t that video.
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    Instead, I want to talk about fun things that
    games can do to make you want to keep playing
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    - but without completely hijacking your brain.
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    So this is Game Maker’s Toolkit, I’m Mark
    Brown, and here’s how to keep players engaged
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    (without being evil about it).
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    A crucial factor is pacing, which describes
    the rhythm of the gameplay you’ll be experiencing
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    and is paramount to making sure a game doesn’t
    become boring or repetitive.
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    So if we take a game like Uncharted we’ll
    see that it has lots of different types of
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    gameplay, which are often called pillars.
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    That includes combat, climbing, puzzles, cinematic
    set-pieces, and even non-interactive stuff
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    like cutscenes.
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    What you’ll notice is that Naughty Dog swaps
    between these pillars constantly, never lingering
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    on one type of gameplay for too long.
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    And what that means is as soon as you start
    to get bored of, say, shooting enemies, the
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    game will switch to something else entirel.,
    and hopefully regain your attention.
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    But you can also consider the intensity of
    each pillar, as a puzzle is often much calmer
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    than a frenzied firefight.
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    And it’s important to move fluidly between
    different intensities, as spending too long
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    on calm gameplay can obviously be boring - but,
    at the same time, trying to keep the game
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    at max intensity for too long will lead to
    exhaustion or desensitisation.
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    So Naughty Dog modulates these moods carefully.
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    Look at how we go from calm puzzle solving
    and climbing, to an intense firefight through
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    the city.
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    Then a slightly calmer exploration of the
    train yard, followed by rising intensity as
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    you fight your way along a train, leading
    to a very intense cinematic moment.
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    But that all leads to the calmest section
    of the entire game as you recover in the Tibetan
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    village and explore a puzzle-filled mountain
    with Tenzin, before it all kicks off again
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    with an intense siege back at the village.
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    Uncharted 2 has some of the best pacing I’ve
    ever seen in a game, and personally I found
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    it almost impossible to put the game down
    when I first played it.
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    Now, of course, this sort of cinematic pacing
    is a lot easier in a tightly controlled, linear
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    experience, than an open world game where
    the player can do whatever they want.
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    But making sure the player has lots of different
    types of activities they can do, so they can
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    modulate their own fun if they get bored,
    will certainly help.
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    Pacing is not just about how well the developer
    juggles its gameplay pillars, but also how
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    often it introduces entirely new ideas - whether
    that’s areas, mechanics, enemy types, and
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    so on.
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    The Mario games are wonderful at this, as
    you never know what to expect from stage to stage.
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    So even though there’s not such a diversity
    in types of gameplay - it’s mostly just
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    platforming - by consistently introducing
    novel new ways to play, the game really keeps
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    players engaged and keen to see what’s in
    the next level.
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    Novelty can work even better when paired with
    mystery, anticipation, and foreshadowing,
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    which is when you tease a player about something
    new coming up so they just can’t stop playing
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    until they see what it is.
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    Take a game like The Witness, where you come
    out of the starting area and, if you’re
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    like most players, you’ll quickly stumble
    upon this door which features a puzzle that
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    is essentially impossible to solve with your
    current knowledge.
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    It really sticks in your head, though, and
    you’ll need to know what’s behind that door.
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    This sort of stuff can keep you playing for
    ages.
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    Remember when you saw Sen’s Fortress in
    Dark Souls, and just knew you had to see what
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    was behind that giant door?
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    The mystery of what’s around the next corner
    is one key reason that makes the Souls games
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    so damn hard to put down.
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    Metroidvania games do this well, also, as
    a game like Hollow Knight quickly establishes
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    that you will be getting interesting new powers,
    but it doesn’t tell you what they are.
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    It just teases you with things in the environment
    that you can’t bypass yet, leaving you to
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    anticipate what cool new ability you’ll
    be getting next.
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    The thing about giving players new stuff is
    that each drop is an exciting motivation to
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    stay engaged, but this burns out rather quickly
    and the player needs another one soon after.
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    But if you tease the player, you can get them
    excited before you’ve even dropped the new
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    content, which increases the amount of time
    you can go before dropping new stuff.
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    It’s economical!
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    Perhaps the most obvious place for mystery,
    though, is the narrative.
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    Traditional media uses cliff hangers and unanswered
    questions to keep you turning the page or
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    watching after the adverts, but it's surprising
    how few games really nail this.
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    But every now and again I’ll play something
    like Firewatch, which is a game about a man
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    who works at a fire lookout tower and gets
    embroiled in a thriller that will keep you
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    going until you find out exactly how it ends.
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    And yes, the ending is satisfying.
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    You just didn’t get it.
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    Now, one of the most compelling things a game
    can do is let you make progress towards a
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    long-term goal.
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    Give someone a level cap they can work towards,
    or a map full of collectibles they can find,
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    and they can be stuck in for weeks.
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    But let’s dig a bit deeper into that.
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    So a game that does this really well is the
    charming farming sim Stardew Valley which
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    comes with an implicit long-term goal - you
    start with a messy patch of land and no money,
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    but in time you’ll have transformed the
    land into an incredible farm that makes you
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    loads of cash.
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    And it’s that dream that can sustain many
    hours of toil, hard work,
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    and, to be honest, kinda repetitive gameplay.
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    So why does it keep us going?
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    Well, I think it’s cool that you can make
    your farm however you like.
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    You get to express yourself, set your own
    goals, and build something you are really
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    proud of.
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    The game has lots of short term goals to keep
    you going.
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    Smaller rewards like the community centre
    and important milestones like adding buildings
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    or improving your house give you something
    immediate to shoot for on the way towards
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    the longer term ambition.
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    There’s also a huge element of planning,
    as you must think long term about decisions
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    when it comes to different crops and animals,
    seasons, romantic partners, and so on.
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    You’re not just trudging mindlessly towards
    the goal, but making strategic choices to
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    help you get there faster.
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    There’s also the thrill of exponential growth.
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    In the game you’ll make a bit of money,
    so you can buy more seeds and better tools.
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    This lets you make more money, to buy even
    more stuff, so you can go on to make loads
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    of money.
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    This positive feedback loop is at the heart
    of lots of engaging games, such as looting monsters
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    and upgrading your character in Monster Hunter.
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    There’s also something really fun about
    optimising the system in Stardew Valley.
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    You start out by watering every crop by hand,
    but eventually you’ll come to have sprinklers
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    that do the hard work for you.
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    A game that does this sort of thing wonderfully
    is Factorio, which tasks you with building
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    factories.
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    You start out by digging up resources manually,
    but eventually create machines to do it for
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    you.
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    And while those machines initially need to
    be fed fuel, you’ll eventually have them
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    powered by natural resources that don’t
    run out.
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    Maybe its just a thing that appeals to programmers,
    but the desire to create an optimised system
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    that works on its own is very potent.
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    One final reason we like long term goals is
    that players can fantasise about what it will
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    be like when they finally reach that point.
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    An example is a skill tree in a game, where
    the player isn’t just ticking off these
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    skills because it’s something to do - but
    because they’re looking forward to the day
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    when they can use all of these skills, to
    absolutely wreck shop and make light work
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    of stuff they found difficult at the beginning.
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    Oh, and speaking of difficulty: Another huge
    motivator is a compelling challenge.
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    A game that is constantly pushing you to show
    your mastery of the game, in varied and interesting
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    situations, can really keep you going.
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    This requires pitch-perfect difficulty, though.
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    As we talked about in the Resident Evil 4
    episode, players only get into an engaging
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    flow state when they meet a challenge that
    isn’t so easy as to be boring, but isn’t
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    so difficult as to be stressful.
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    Resident Evil uses dynamic difficulty to keep
    players in that sweet spot, but for most games,
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    a finely tuned and fiercely play-tested difficulty
    curve is the way to go.
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    Remember, though, that failure isn’t a bad
    thing.
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    Some of the most engaging games like Tetris
    and Spelunky are filled with failure, but
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    people will keep coming back if the runs are
    relatively short, if they feel a sense of
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    getting better each time, and if they know
    the next session will be markedly different
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    from the one before - often due to random
    generation of some kind.
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    Also, note that there are different ways to
    challenge a player, so its not always about
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    having a constant stream of reflex and skill
    checks.
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    Consider challenging a player’s problem
    solving skills, or spatial awareness, or decision
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    making for a mental stimulation to balance
    out the more physical challenges.
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    So, those are the factors that I’ve found
    really work on me, and can help explain why
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    I’ve found certain games irresistible.
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    For me, nothing gets me going quite like a
    game filled with novel experiences, that are
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    teased through mystery and anticipation.
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    Games like Dark Souls and Metroid and The
    Witness are impossible for me to put down.
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    But it also helps me understand also why I didn’t stick with other games.
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    As good as Doom is, the pacing is way off
    with long stretches of high intensity combat
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    that gets pretty exhausting, and there's just not as much
    novelty as, say, Titanfall 2.
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    But different things will work for different
    players.
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    Maybe you need competition with other real-life
    gamers or rewards you can show off to other
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    people.
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    I dunno, I don’t know you.
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    So in the comments below, think about the
    last game that you found totally engrossing
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    and tell me why you think you just couldn’t
    put it down.
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    Thanks for watching!
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    One of my goals with GMTK is to get you thinking
    about why you like the games you like, and
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    hopefully I’ve given you some food for thought
    here.
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    As always, this show is only possible thanks
    to my incredible Patreon backers.
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    Go team!
Title:
How to Keep Players Engaged (Without Being Evil) | Game Maker's Toolkit
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Video Language:
English, British
Duration:
10:46

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