Designing for the Casual Learner
But what if we stopped treating shortcuts as failure and started designing for multiple kinds of play? When I play a video game, I am a casual gamer. I move through the story, enjoy the world, and never bother collecting all the trophies. Other players are completists, tracking down every secret and grinding every stat. Who is better? Neither. If the casual gamer enjoys the game and the hardcore gamer does too, then both are playing "right." The point was never to check every box. It was to engage.
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