Diagram: Player Actions and Memory

Jan 31, 2011

In an attempt to better organize and present my thinking about player experience, in particular as it relates to player interaction and learning, I’ve been working on a diagram. Although it has seen many iterations on white board and note pad, this marks my first attempt to clean it up and present it coherently in digital form:

View the Diagram (PDF)

Despite the time put into its development, it is still very much an early draft, and should be viewed as such. What’s included, what’s connected, and how things are worded may all be changing in the future, but the core ideas are present. I’m sharing the current state here because I believe that there is something to be gained by thinking in this way about the real-time connections between changing game state, player actions, and learning.

Please note that the underscores are present to account for a word spacing issue in how VUE currently exports PDF/printer data.

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  1. […] (if viable), to quit and restart (depending on the amount of progress lost in doing so), or going into a hypothesis-action loop until no longer in a state or applying a decision heuristic/algorithm warranting […]

  2. […] in Real-Time Play: Tactical Patterns, or tried to explain more concisely but less clearly in Diagram: Player Actions and Memory, “is a way in which players improve at videogames without constructing a more accurate mental […]

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