Puzzle Maker’s Dictionary — Practical Puzzle Design and Player Understanding

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Experience Goals and Design Intent: Name the Experience Before Choosing the Mechanism

Technical terms: Experience goal, Emotional goal, Design intent

An experience goal names what you want the player to feel, notice, understand, or do. An emotional goal focuses on the desired feeling. Design intent is the maker's reason for choosing the rules, content, and presentation expected to produce that experience.

These are hypotheses, not descriptions of what every player must feel.

See it in two word puzzles

One puzzle may intend tense elimination under a clock. Another may intend a quiet moment of seeing two ordinary words become strange together. Both can use letters, but they require different constraints and feedback.

What you can do with it

Write the experience in player language before naming features. Then ask what observable behavior would suggest the experience is occurring.

Ask a player

What kind of attention did the puzzle invite from you?

Nearby ideas

Editorial synthesis from experience-centered game design and user-centered design practice. ---

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