High Signal Podcasts Evidence ledger
Method
Browse
← Back to evidence

Evidence receipt / commitment

Published · transcript-backed

Rahul Vohra: commitment

12 Nov 2020 Acquired Special: Superhuman Part II - Designing Software to Feel like a Game (with Rahul Vohra)

“Those seven principles, we think of them across roughly five different factors—things like goals, emotions, controls, toys, and flow.”

— Rahul Vohra

Source trail

Everything needed to verify it.

Speaker
Rahul Vohra
Attribution
Verified speaker
Claim type
commitment
Recorded
12 Nov 2020
Publisher
Acquired

Transcript context

…Perfect. That is exactly what our next question was going to be, which is in some ways the crux of the matter here, which is what is a good game? Of course, the classic definition of this is the previous Acquired guest, Nolan Bushnell from Atari—Bushnell's Law, that a good game is something that is easy to learn, but difficult to master. How does that fit into your stack? There's a phrase for this. That is necessary, but not sufficient. There are plenty of other things that are required in order to make a good game. You could go so far as to list hundreds of attributes. There isn't a minimal subset, but it does involve more than those two factors. There are seven principles that we think of when it comes to what makes a good game at Superhuman. Those seven principles, we think of them across roughly five different factors—things like goals, emotions, controls, toys, and flow. Bushnell's Law talks a bit about goals and it talks a little bit about a related concept of mastery. But it doesn't talk about how you feel when you're going through a game. It doesn't talk about the nature of interaction with a game, whether it's truly a video game or it's a board game, or it's a piece of software that it's designed to feel like a game. It doesn't talk about the childlike sensation of wonder that you experience when you're playing with a toy. And it doesn't talk about the psychological phenomenon of flow, which I personally think is one of the most important factors of what makes for a good game. You do have to draw upon the art and science of all kinds of fields—whether it's psychology, mathematics, storytelling, interaction design—when it comes to making a great game. You're super well-read on this front, but you have some serious credit, too, which you don't often talk about. You were a game designer before Superhuman and Rapportive. You were specifically a game designer at RuneScape, the legendary OG MMO. Is that where you honed these principles?…

Stored transcript either side of the excerpt. The highlighted words are the published quote; the surrounding text is unedited source, never generated.

Search evidence