The games that overperform are the ones with a Just Right first hour.

Too much complexity thrown at the player feels like an overwhelming onslaught.

Too much heavy-handed hand-holding feels like an overbearing school, a chore.

A ramp that feels just right is engaging and keeps you staying with it.

Difficulty that scales right at the limit of your availability.

Hand-holding that is invisible.

Surfing the player's flow state.

Product development for new kinds of products is more like a game onboarding than we typically think.

Ben Follington has an excellent new essay hitting on similar themes but with significantly more depth and nuance.

More on this topic

From other episodes