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  • GAME FLOW

I could define game flow as those experiences that a player feels in our game. Its quality is defined by rules and its design.
I could define the flow, as the feeling of carrying a player naturally, then If the game is well designed, the player follows the path intuitively. When the player is stuck and it is difficult for him to continue playing, we could say that the player is losing the flow of the game.
The flow theory invented by Mihaly Csikszentmihalyi tries to explain what happens when the performance of activity provokes in a person such a pleasant sensation that the individual will perform it out of pure pleasure.

As the graph I have made below shows, if the player's skill is high boredom is generated, if the skill is low, frustration is generated, so the key is to keep the player in the middle lane finding a balance between both.

For example, in a graph of difficulty with progression from less to more, the idea is that the player's ability is always below the difficulty. This ensures that the player has remains that he can reach and does not get too frustrated. The lower the player's skill curve, the harder the game will be and the player will go into frustration phases.

In conclusion:

  • We have to design actions that fit the player's capabilities.

  • Adapt the difficulty to the player, not the other way around.

  • Provide clear feedback on progress and goals to be achieved.

  • Facilitate concentration by eliminating distractions.

  • Create close targets to convey a sense of constant success.

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