The Lens of Juiciness
Juicy interfaces are fun the moment you pick them up. To maximize juiciness, ask yourself these questions:
- Is my interface giving the player continuous feedback for their actions? If not, why not?
- Is second-order motion created by the actions of the player? Is this motion powerful and interesting?
- Juicy systems reward the player many ways at once. When I give the player a reward, how many ways am i simultaneously rewarding them? Can I find more ways?