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|Session Name:||Breaking the Rules of Game Design: When to Go Against Competence, Autonomy and Relatedness|
|Company Name(s):||Naughty Dog|
|Track / Format:||Game Design|
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A psychological result that is being heavily used in game design these days is that the strongest known correlation between player retention and game design is whether the game provides Autonomy (player choice) Competence (players feel capable) and Relatedness (players receive recognition). As designers we've learned how to follow these rules, but when is it right to break them?