
Gamecraft A Theory of Fun
May 13, 2026
They debate whether modern games prioritize progression hooks over moment-to-moment play. They unpack a three-part “theory of fun”: mechanics that spark emotion, elegant systems, and pleasurable actions at every time scale. They compare designs from Mario Kart to Royal Match and Nintendo’s approach. They also consider how AI and platform economics shape what players find enjoyable.
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Design For The Most Frequent Action
- Temporal layering: design by frequency so the activity players do most often is the most pleasurable.
- Mitch's 'Doom test' shows movement through corridors is the constant layer that must feel good before shooting or level goals.
Extraction Shooter Failed Because Early Play Was Boring
- Mitch funded an extraction shooter where early zombie waves existed only to slow players and provided no pleasure.
- Repeated notes to remove boring impediments were ignored and the game flopped on launch.
Progression Heavy Live Services Are Hitting Limits
- Over-investing in progression/meta systems can mask weak core gameplay and cause live-service launches to fail fast.
- Blake cites many 2025 live-service launches that lost 80–90% of players early as evidence.

