Juice

Metadata
Highlights
- There is a trend to juice rare events in non-game software. For example, an explosion of confetti to celebrate completing onboarding or a funny animated 404 page. Game developers do the opposite. They focus on the mundane, routine tasks. Because these are the foundation the rest of the software sits on. (View Highlight)
- Completing onboarding is like completing the game. It happens once. Juicing it has little effect on the overall experience. Compared to juicing the moment to moment events. (View Highlight)
- So before creating levels, Mr. Miyamoto (principal director) had a test garden made. An environment where a user could move Mario around. Pick up objects & interact with the surroundings. A toy playground where they could test & refine how Mario felt. In web development, this would be like Storybook. Rendering components in isolated environments. Components lose their purpose when they are not wired together in an app. They turn into toys you can play with. Where you can test & refine how they feel. (View Highlight)
- • Player acknowledgment. “The game world must acknowledge the player every time they perform an action. If the world ignores the player, the player won’t care about the world.” - Ken Birdwell. (View Highlight)
title: “Juice”
author: “Brad Woods”
url: ”https://garden.bradwoods.io/notes/design/juice”
date: 2023-12-19
source: reader
tags: media/articles
Juice

Metadata
Highlights
- There is a trend to juice rare events in non-game software. For example, an explosion of confetti to celebrate completing onboarding or a funny animated 404 page. Game developers do the opposite. They focus on the mundane, routine tasks. Because these are the foundation the rest of the software sits on. (View Highlight)
- Completing onboarding is like completing the game. It happens once. Juicing it has little effect on the overall experience. Compared to juicing the moment to moment events. (View Highlight)
- So before creating levels, Mr. Miyamoto (principal director) had a test garden made. An environment where a user could move Mario around. Pick up objects & interact with the surroundings. A toy playground where they could test & refine how Mario felt. In web development, this would be like Storybook. Rendering components in isolated environments. Components lose their purpose when they are not wired together in an app. They turn into toys you can play with. Where you can test & refine how they feel. (View Highlight)
- • Player acknowledgment. “The game world must acknowledge the player every time they perform an action. If the world ignores the player, the player won’t care about the world.” - Ken Birdwell. (View Highlight)