
Every great game begins with a Treatment – a high-level foundation that defines the vision, aesthetics, and fantasy that the game upholds. This stage establishes the game’s unique identity, setting the expectations for players before they even engage with gameplay. However, the Core Loop is where gameplay is truly defined. This is where the Possibility Space emerges, shaping how players interact with the game world and how challenges evolve over time.
Possibility Space: The Core of Gameplay
At its heart, every game revolves around three essential elements that form the Possibility Space:
| Element | Definition | Examples in Games |
|---|---|---|
| Actions (Verbs) | The core set of player abilities that define interaction or Core Mechanics. | Jumping & wall-climbing (Celeste), Investigating & making deductions (Return of the Obra Dinn), Web-swinging & acrobatics (Spider-Man). |
| Obstacles | Challenges that limit or modify player actions, creating engagement through difficulty. | Reactive enemies (Resident Evil, Dark Souls), Environmental hazards (Hollow Knight), Time-sensitive puzzles (Portal). |
| Resources | Tools, power-ups, and abilities that help players overcome obstacles and progress. | Limited ammo (Resident Evil), Stamina-based movement (Breath of the Wild), Unlockable abilities (Metroid). |
Insider Tip: To create a compelling gameplay loop, ensure that Actions, Obstacles, and Resources continuously interact in fresh and meaningful ways. A game loses its excitement when obstacles feel repetitive, or resources make challenges trivial.
Encounters: The Foundation of Challenge & Flow
A game is ultimately a sequence of Encounters – moments or scenes where players must use their Actions and Resources to overcome Obstacles. Well-designed encounters ensure:
| Aspect | Why It Matters | Example in Games |
|---|---|---|
| Scaling Difficulty | Encourages mastery while introducing new layers of challenge. | Progressive enemy AI (DOOM), Increasingly complex puzzles (The Witness). |
| Natural Learning | Mechanics should be learned through play, not tutorials. | Movement mastery in Celeste, Environmental teaching in Zelda. |
| Dynamic Challenges | Adapts to player skill to maintain engagement. | Procedural enemy spawns (Left 4 Dead), Adaptive AI (Alien: Isolation). |
Insider Tip: Players should be taught through gameplay rather than explicit instructions. If a mechanic requires a long tutorial, consider simplifying its introduction or allowing for organic discovery.
Win Conditions & Endgame: The Player’s Goal
Every game needs clear success states to guide player motivation. Common examples include:
| Goal Type | Definition | Examples in Games |
|---|---|---|
| Narrative Goals | Completing the storyline or defeating the final boss. | Elden Ring, Resident Evil, Inside. |
| Mastery-Based Goals | Perfecting a skill or completing difficult challenges. | Speedruns (Celeste), Stealth perfection (Hitman), Nuzlocke (Pokemon). |
| Sandbox/Endless Goals | Encouraging creativity or survival in an open-ended system. | Minecraft, Factorio, No Man’s Sky. |
A strong Endgame keeps players engaged after completing the main objective through:
- High-difficulty challenges (Hades, God of War’s Valkyries, Soulslike NG+).
- Expanded progression (Skill trees, unlockable abilities, secret content).
- Replayability loops (Procedural content, multiplayer modes, creative sandbox features).
Insider Tip: If a game is designed for long-term engagement, ensure that its Endgame adds new challenges rather than simply extending content through grinding.
Balancing & Economy: The Invisible Design Work
A well-balanced game keeps players engaged without frustration by maintaining a fair challenge and rewarding progression. It’s purpose is to keep players in the Flow Zone (future topic). Key areas of balance include:
| Balancing Factor | Why It’s Important | Example in Games |
|---|---|---|
| AI Systems | Ensures smart enemy behavior that adapts to player skill. | Alien: Isolation, The Last of Us. |
| Currencies & Monetisation | Keeps in-game economies fair and rewarding, avoiding pay-to-win mechanics. | Hollow Knight’s Geo system, Destiny’s in-game economy. |
| Risk vs. Reward | Every choice – spending resources, engaging in combat – must have meaningful trade-offs. | Resident Evil’s inventory management, Dark Souls’ risk-based combat. |
Insider Tip: Players should feel empowered but challenged. Overpowered mechanics reduce engagement, while unfair difficulty spikes create frustration. Playtesting is key to achieving balance.
Final Thoughts
A well-structured game is built on strong foundational elements that shape the Possibility Space, craft engaging encounters, define clear goals, and maintain a balanced experience. When all these aspects align, they create a game that feels immersive, rewarding, and endlessly engaging. By understanding and refining how Actions, Obstacles, and Resources interact, developers can craft gameplay loops that feel intuitive, challenging, and fun. Whether designing an indie platformer or an expansive RPG, focusing on possibility space and encounter design ensures that every moment feels meaningful and engaging.
That’s it for this one! Please like, share, and comment if enjoyed this article AND…

Grab Myles’ FREE ebook now and find 15 indispensable design patterns that will equip you to craft exceptional Web3 gaming experiences. We’ll also notify you when his new book on immersive design is out!
