Game Product
Design for play, mastery, fantasy, or progression. A loop that is only fun after the shop, the social graph, or the live-ops calendar is not the core loop.
- Core loop, meta loop, and session loop are named and independently fun.
- Baseline play remains viable without paid acceleration.
- Controls, juice, and failure feedback are tested on the actual input device.
- Soft launch is a bounded learning exposure, not a hidden global launch.
Open only the files the current game needs: thesis and loops, progression and quests, feel and juice, social systems, evergreen world, live operations, experience quality, system integration, validation, genre checks, multiplayer trust, or controls self-test.
Use game-economy to assess sources and sinks. Use game-soft-launch to assess bounded exposure. Use app-product when the promise is a recurring job rather than play.