“It is your work in this life that is the ultimate seduction” – PABLO PICASSO
I may design a game which uses tile laying as a mechanic that is both the objective and the means to win the game (my preference), then I may give the players different ways to place these tiles, and different ways to acquire these tiles, and play these tiles (their choices).
For clarity reasons, I’m going to dichotomize the difference between Preference and Choice. In this article, Preference will define as being when the designer is faced with a decision and Choice will be used to reference the players’ decision. In all reality, the player doesn’t have a preference because his inputs and outputs are limited by the Preferences of the designer and/or developer. Therefore, as a rule, the player must always Choose based on the designers Preference.
I wrote briefly about this concept in the article “Utility Maximization and a Trading Card Mechanic,” here I will advance this idea. Read more