How we change what others think, feel, believe and do |
The Possession Principle
Disciplines > Game Design > Principles > The Possession Principle Principle | Action | Discussion | See also
PrincipleWe like to own things. ActionGive the ability within the game to acquire, collect and otherwise own things. Ways to do this include:
DiscussionOne of our deep needs is to possess. We are an acquisitive species, as can be seen in the clutter around our homes and the way we collect everything from picture cards to antiques. The process of discovery and acquisition is at the heart of many games. We can also seek to possess other people. This can be seen when a person talks about 'my' family, employees, army, and so on. An important part of possession is the ability to control, which we tend to enjoy. Possession of others may also bring responsibility and the need to protect and defend. The need to possess drives the fear of loss. When we fear losing something we jealously desire it more and seek to protect it. This sub-principle can be used to add tension to a game, for example through forfeiting items or 'stealing'. Possession fuels other drivers, such as the need for status. When we own things we can show them off to others, demonstrating our prowess and power, and hence gaining the admiration of others. See also |
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