Preference-based selection that enables strategic expression
Core Idea: Plant Picker is a game technique that presents users with multiple equally viable options that differ in style and approach rather than power level, allowing for strategic expression and creative problem-solving.
Key Elements
- Options represent different approaches or styles rather than power levels
- No single option is objectively superior in all situations
- Choices enable expression of personal preferences and strategies
- Selection creates meaningful differences in gameplay experience
Strategic Implementation
- Options should offer different tactical advantages in varying contexts
- Each choice should have distinct strengths and corresponding weaknesses
- The environment or challenge should make different options viable in different scenarios
- Players should be able to combine options to create personalized strategies
Psychological Impact
- Creates a sense of ownership over strategy and approach
- Encourages experimentation and creative problem-solving
- Promotes replay value as users try alternative approaches
- Generates deeper engagement through strategic thinking
Example: Plants vs Zombies
The game offers various plants with different strategic applications: economy-focused sun-gatherers, basic defenders, powerful specialists, explosives, or tactical positioning plants. Each represents a viable approach to winning, allowing players to express their preferred style.
Additional Connections
- Broader Context: Core Drive 3 - Empowerment of Creativity and Feedback (plant pickers enable creative expression)
- Applications: Game Balance (creating equally viable but distinct strategic options)
- See Also: Meaningful Choices (broader concept of which Plant Picker is a specific implementation)
References
- Yu-Kai Chou, "Actionable Gamification: Beyond Points, Badges, and Leaderboards"
#gamification #gamedesign #strategy #playeragency
Connections:
Sources: