The idea of actually making something that a player is interested can often be put on the back burner when creating your own game. There are a lot of things to get in the way, your own goals and interests, what you want the game to be like.... a lot of understanding and reasons why your game would appeal to others can be lost in the mix up. In the end though, we are trying to make something for everyone, not just ourselves. In Rouse's What a Player Wants, there is discussion about what expectations come from the player. Too often game ideas and concepts are repeated in hopes that the past success from one will sprout into another.
Players want a challenge. Many of the motivations that come from playing a game are the enticing bragging rights that come from score ranking and competitive play. Interaction between the game and player isn't enough, people are social and want to relate what they're doing with other people. Challenges can be learning experiences, making 2 and 2 connect, or just learning how to jump over that gap.
Players want to socialize. How can you brag if no one is listening? Online gaming is a huge success because in a way, it brings a small sense of believability to the game knowing that some reality leaked in. These are real players, for example.
My last few favorites were how people want an emotional experience and want to explore. I believe these two tie together fairly well because of the basis of motivation. If there is something that draws the player in and keeps them there whether it is a personal endeavor or just an adrenaline rush, that it gives them more reason to explore the game and continue playing.
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