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Daniel Cook

@daniel-cook · 8 positions · 0 changes of mind

Game designer and social-systems designer, chief creative officer at Spry Fox and co-creator of Triple Town, Alphabear and Cozy Grove. Has written about game design theory, prosocial multiplayer and the economics of making games at Lost Garden since 2004.

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  1. You may be able to extract time and money from unhealthy players in the short term. But long term, unhealthy players leave extractive services.

    A design practice for social systemslostgarden.com 1st of 4 in this piece

  2. Every team should ensure they are fulfilling real human needs over merely inducing needs for profit.

    A design practice for social systemslostgarden.com 2nd of 4 in this piece

    design

  3. We are no longer in the business of delivering systems where players make gamified numbers go up.

    A design practice for social systemslostgarden.com 3rd of 4 in this piece

    design

  4. A big moment of realization for me is that most of the social sciences are not design practices.

    A design practice for social systemslostgarden.com 4th of 4 in this piece

    design

  5. 3 months earlier
  6. By eliminating the bad aspects of humans interacting, you often also remove many of the good parts.

    Closed social affordances / Open social affordances in social systems designlostgarden.com 1st of 4 in this piece

  7. The more freedom you give players, the more they will abuse it.

    Closed social affordances / Open social affordances in social systems designlostgarden.com 2nd of 4 in this piece

    design

  8. Social affordances are naturally open because humans crave social connection and will pry open channels that designers tried to close off.

    Closed social affordances / Open social affordances in social systems designlostgarden.com 3rd of 4 in this piece

    design

  9. Low trust players benefit from closed affordances.

    Closed social affordances / Open social affordances in social systems designlostgarden.com 4th of 4 in this piece

    design