<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Filtering player temperament through game design]]></title><description><![CDATA[<p dir="auto">For people who have either created games, or are at any stage of the creative process to attempt it, I’m wondering:</p>
<p dir="auto">Are there aspects of your game design that exist almost as an intentional net to filter certain player temperaments?</p>
<p dir="auto">Some examples might be an arbitrary chargen requirement meant to excite/repel certain players out the gate. Or purposely overdeveloping social skill options, because you find Might Is Right style players offputting.</p>
<p dir="auto">For my part, I recently found myself deep-diving some studies on how preferences for certain genres and literary themes correlate with certain personality traits. It has me second-guessing the genre I want to focus on, and looking into ways to incorporate themes that might better appeal to players I’d like having.</p>
<p dir="auto">I remember also talking to a game dev who was very hurt by how badly some bad actors had spoken about a game they’d made. On the other hand, I said it was actually a very good sign that such shitty players find the game unplayable, and a sign of good game design — since it didn’t have the kinds of tools they needed to fully enable shittiness, but was rife with prosocial and storytelling tools they found pointless.</p>
]]></description><link>https://brandmu.day/topic/683/filtering-player-temperament-through-game-design</link><generator>RSS for Node</generator><lastBuildDate>Mon, 10 Aug 2026 10:07:56 GMT</lastBuildDate><atom:link href="https://brandmu.day/topic/683.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 10 Aug 2026 03:13:48 GMT</pubDate><ttl>60</ttl></channel></rss>