What makes choices feel satisfying?

It’s worth considering the difference between “satisfying” and “noticeable.”

You can go out of your way to make choices noticeable (and you can even call them “meaningful” because the audience is forced to notice them), but that doesn’t mean that they’ll be satisfying.

It reminds me of Josh Labelle’s post-mortem for Tavern Crawler, which talks about how he put extra effort into surfacing the game’s divergent paths (through stats, locked choices, notification text, and achievements at the end of the game).

Those choices were noticeable, but they were combined with other design components to make them satisfying.

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