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What is neat about games is something called the possibly space. This is all the possible things you can do in a game. As long as the possibility space is too large for our brain to fully process the game stays interesting.
For example in tic-tac-toe the possibility space is small. That's why small kids love tic-tac-toe but past a certain age it becomes boring - the child's brain can process all the possible moves making it possible to win or force a draw every time (mistakes aside). Chess, however, can be played for life.
Possibility space can also provide room for a key component of the engagement games provide - internalized goals. Most games have a win state such as Mario saves the Princess. When players get engaged by a game they often forsake this win state goal in favor of a 'win state' of their own - I want to collect every coin in Mario without dying.
Which is a long winded way of saying I have found my new internalized goal - to fill in this map on our Admin Office wall!
#evomc16
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