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Understanding players

3.1 Using SCAMPER on your favourite game​

Instructor question

Have Sharpies and Post-it notes ready (paper and pens work too).

Choose one of your favourite games. Select two mechanics (ideally the main ones) and pass each through at least 4 SCAMPER lenses: Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse.

For this session, do not judge your ideas. Let every idea out, even ones you think are bad. More ideas are better. You may repeat the same lens; it still counts as one lens.

Gabriel’s tip

Put a time limit on. About 5–10 minutes per mechanic with a timer. Time pressure helps creativity.

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3.2 Brainstorming new mechanics​

Instructor question

Before you start, have Sharpies and Post-its. Follow the video: timer (5–10 minutes is fine), a relaxed space, and if you use music, prefer repetitive patterns without lyrics.

Define the goal of the session. You might want a mechanic that improves combat (movement, defence, and so on), or a gameplay experience (strategy, push-your-luck). Focus the session on that.

When you have enough ideas by count (not quality), pick three you like (or three at random), run them through SCAMPER, and note variations. You are brainstorming on top of brainstorming.

Then pick the three most interesting ideas, write them below with a brief description each. Do not playtest yet.

Gabriel’s tip

This activity is about the number of ideas, not the quality.

Reflection opportunity

How different was this brainstorming session compared with 2.3.2?

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3.3 Playtest your new mechanics​

Instructor question

You should have between 1 and 3 mechanics to add. Judge them by playing. Grab another person (this is a 2-player game). Even better: two people play while you watch, analyse, and take notes.

To get the most from the session:

  • Focus on one aspect of the game. Do not try to test everything. Analyse one aspect: a pair of mechanics (attack and life; attack and mana), player perception (easy to learn, hard to master; fairness), or similar.
  • Note your desired player experience. What should players feel? Use that as a lens when you analyse success.
  • Ask questions after play. Do they remember how attacking works, or the best way to win? Sticky design shows up in what players remember.
Gabriel’s tip

Give players the assignment rules plus any mechanic changes so far. Answer questions before they start. If they ask while playing, ask: “How do you think that works?” After you hear them, you may correct them if it blocks your test goals — or let them play “wrong” and ask why they prefer that over your intended experience.

Reflection opportunity

How did the session go? Could you test your goals? Do mechanics need to change? What was the hardest part of running a playtest?

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Lesson check​

Quiz

Understanding players — Lesson 3

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What does SCAMPER stand for?

Pick an answer to see if you are right.