Yesterday's blog was inspired by this article. The writer, David Hom, finds that mobile game designers expect analytics to explain how to successfully monetise their game. They think Player behaviour will tell them how to get player buy in. He goes on to endorse his theory of emotional monetisation.
The argument stands for tabletop RPGs too. If you are designing content, designing a game or running one as the GM, how do you achieve Player buy-in?
To quote from the article:
"You need to establish an emotional connection with your players through engaging gameplay and amazing design. By definition, games are series of decisions, designed to create emotional attachment and be fun. Art and science become a game when a developer constructs game mechanics that allows gamers to make their own decisions with skill, strength or luck."
This quote sets the course for my design work on Bandit Country. I look forward to revealing how I have subverted David's advice to achieve my own goals.