Game flow usually follows a straightforward path. In any Zelda game, you adventure, find items, speak to an odd character like Tingle, then adventure some more. The adventuring itself is compelling because it is great fun and the items you receive for adventuring often add a new play mechanic and unlock new areas for adventuring — it’s a very simple loop that has worked well for 20 years.
A game like The Sims is significantly more complex but the game flow is still easy to understand. The players micromanage their Sims in order to gain skills and keep their various meters high. In turn, they are rewarded with job promotions because they are skilled, socially relevant, and come to work with full stomachs and empty bladders. With the promotion money, players extend their homes, plant bushes and buy new furniture and electronics. → Read the rest