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The Product Experience

Inside modern game design - Cheryl Platz (The Pokémon Company International, Riot Games, Microsoft)

51 min episode · 2 min read
·
Cheryl Platz

Episode

51 min

Read time

2 min

Topics

Productivity, Health & Wellness, Relationships

AI-Generated Summary

Key Takeaways

  • Player Motivators Framework: Games satisfy nine distinct motivators split into classic (fun, mastery, competition, immersion, meditation, comfort) and modern (companionship, self-expression, education). Recent research shows competition dropped below 20% of player motivations while self-expression and companionship nearly doubled, fundamentally changing how successful games monetize through character skins rather than upfront purchases. Product teams should map features to these motivators to understand diverse user needs.
  • Disney Friends Testing Lesson: When boys rejected a relationship-focused game prototype that girls loved, adding visible friendship points and sparkle feedback transformed engagement without changing core mechanics. This demonstrates different user segments approach identical products with different motivations. Product designers should test whether small additions like progress indicators or achievement feedback can serve mastery-motivated users without compromising experience for relationship-motivated users.
  • Logarithmic UI Solution: During Marvel Strike Force's sixth anniversary server outage caused by players redeeming thousands of orb shards simultaneously, the team redesigned the redemption interface from open one/ten/all to logarithmic scaling (10/100/1000/10000). This solved both server capacity issues and gave players granular control over multi-use currencies. When systems break, audit whether the failure reveals underlying UX problems worth fixing permanently.
  • Journey Mapping 100 Levels: Complex products with scaling progression (like games with 100 experience levels) require mapping the entire user journey to identify gaps where users lack guidance or support. Players at level 20 versus level 100 have fundamentally different experiences. Product teams should visualize the complete progression, identify drop-off points, and design on-demand learning content users can access repeatedly rather than one-time onboarding flows.
  • Prosocial Design Principles: Creating thriving communities requires designing systems that honor helpers, memorialize shared events, and make mutual support visible. Transparency about player interdependence, shared experiences like time-limited events, and recognition systems (like Amazon's phone tool icons for employee participation) build companionship at scale. Product teams should identify and elevate users who naturally support others rather than leaving community building to external platforms.

What It Covers

Cheryl Platz, creative director at The Pokémon Company International and former director of UX at Riot Games, explains modern game design principles including player motivators, onboarding strategies, and monetization models. She demonstrates how gaming insights apply to product development, particularly around self-expression, companionship mechanics, and designing scalable learning experiences.

Key Questions Answered

  • Player Motivators Framework: Games satisfy nine distinct motivators split into classic (fun, mastery, competition, immersion, meditation, comfort) and modern (companionship, self-expression, education). Recent research shows competition dropped below 20% of player motivations while self-expression and companionship nearly doubled, fundamentally changing how successful games monetize through character skins rather than upfront purchases. Product teams should map features to these motivators to understand diverse user needs.
  • Disney Friends Testing Lesson: When boys rejected a relationship-focused game prototype that girls loved, adding visible friendship points and sparkle feedback transformed engagement without changing core mechanics. This demonstrates different user segments approach identical products with different motivations. Product designers should test whether small additions like progress indicators or achievement feedback can serve mastery-motivated users without compromising experience for relationship-motivated users.
  • Logarithmic UI Solution: During Marvel Strike Force's sixth anniversary server outage caused by players redeeming thousands of orb shards simultaneously, the team redesigned the redemption interface from open one/ten/all to logarithmic scaling (10/100/1000/10000). This solved both server capacity issues and gave players granular control over multi-use currencies. When systems break, audit whether the failure reveals underlying UX problems worth fixing permanently.
  • Journey Mapping 100 Levels: Complex products with scaling progression (like games with 100 experience levels) require mapping the entire user journey to identify gaps where users lack guidance or support. Players at level 20 versus level 100 have fundamentally different experiences. Product teams should visualize the complete progression, identify drop-off points, and design on-demand learning content users can access repeatedly rather than one-time onboarding flows.
  • Prosocial Design Principles: Creating thriving communities requires designing systems that honor helpers, memorialize shared events, and make mutual support visible. Transparency about player interdependence, shared experiences like time-limited events, and recognition systems (like Amazon's phone tool icons for employee participation) build companionship at scale. Product teams should identify and elevate users who naturally support others rather than leaving community building to external platforms.

Notable Moment

When Riot Games' entire financial model depends on players purchasing character skins rather than paying for games themselves, it reveals how self-expression became the dominant monetization driver in modern gaming. This shift happened over ten years as open-world games evolved into platforms like Roblox and Minecraft where the platform itself became the game.

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Episode Transcript

My first job was at Electronic Arts where I was in production on games that shipped in six months to nine months. I shipped three games in eighteen months. I learned so much so fast. I made my step into senior leadership as director of user experience with the player platform and head of user experience craft of Riot Games, which is just this huge amazing opportunity. Riot's entire financial model is basically based on people paying for skins for their characters. It's not paying for the game. It's paying for self expression within the game. That has bothered me since my Microsoft days. You'd see all the shiny, like, energy going to Xbox. I'm like, those are the same peep same people who are paying for the Xbox are the ones sitting in my test for IT software. They have the same brain. They have the same bodies. I went through the whole era where I watched Visual Studio put badges on everything, and that can be missed. If your goal is to grow your audience, why aren't you help them get there? Like, why aren't you meeting them halfway? It's easiest to say, oh, people will learn our game by playing something or they like it to be hard. And we have just locked off a large section of our addressable market. How do you kind of visualize that or map it out and then design around it? One of the first things I did, so I literally made a a journey map of all 100 levels, and I put all of the unlock. So I was like, see this gap? See this thing? You know, when we talk about trying to motivate player behavior, understand what you're motivating. Understand that once you're motivated, they're gonna keep doing it. Cheryl, welcome back. It's been ages since we've had you on. How are you doing? I'm doing great, and it it's been a tone shift. With the first time we talked, it was I was working on my I just finished my first book, Design Beyond Devices. It was, like, post pandemic, and now I I have a book that's about something entirely different, and I'm in a different industry doing different things. And, you know, I love variety, and so I'm deeply grateful for the sort of winding career path taking me back to my origin story in a way because working in video games may brings me back to the beginning of my career. Fantastic. And we're delighted to talk to you again. So let's let's get into everything. What are you up to these days? And and tell us a tiny bit about the book, and then we're gonna ask you lots of questions about lessons from it. Excellent. So my new book is called The Game Development Strategy Guide to Crafting Modern Video Games That Thrive. And so ever since the pandemic, I believe the last time we spoke, I was probably working at the …

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  • This shift happened over ten years as open-world games evolved into platforms like Roblox and Minecraft where the platform itself became the game.
  • This shift happened over ten years as open-world games evolved into platforms like Roblox and Minecraft where the platform itself became the game.
  • During Marvel Strike Force's sixth anniversary server outage caused by players redeeming thousands of orb shards simultaneously, the team redesigned the redemption interface from open one/ten/all to logarithmic scaling (10/100/1000/10000).

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