BlogExplore an interest
There’s more than one way to be part of what you love.
You like games but don’t enjoy coding. Looking closer at what you notice as a player can open up another way to explore.
Seven5 min read

You can spend hours in a game and still draw a blank when someone asks whether you want to make one.
Maybe you’ve pictured the route: learn to code, build a game, see your name in the credits. But the coding part doesn’t appeal to you. So you set the whole idea aside, even though something about games keeps pulling you back.
It’s worth looking more closely at that “something.” An interest gives you a place to look. The part you want to play within it is another thing to discover.
One interest can contain several kinds of enjoyment
Imagine three friends playing the same game. One wants to master a difficult move. Another keeps stopping to look at the world. The third is wondering why the newest player spends so much time waiting for everyone else.
All three could say, “I like games.” That tells you something they share, while leaving plenty to learn about each of them.
Mastering a difficult move
The competition, and getting better at it.
Stopping to look at the world
The story, the places, the way it all fits together.
Wondering why the new player waits
How the experience works for everyone at the table.
What do you bring up after a round?
Try making your own description more specific. What do you bring up after a round? What would you miss if it disappeared? Is there something you keep wishing worked differently?
You might care about the competition, the story, the company, or the way all the pieces fit together. Those details give you different things to investigate. You can enjoy several of them at once.
Someone works on the experience you’re noticing
Take the friend who notices all the waiting. They might have a question: could the game keep everyone involved without making it too easy to win?
That is the kind of problem a gameplay designer can work on. Gameplay designers develop challenges and objectives, think about the player’s experience, and collaborate with programmers. Professional work can also require knowledge of game engines and coding. Into Games: Gameplay Designer
Learning that this role exists gives you another part of games to explore. You can be curious about how a rule works before you know how to implement it in software. If that curiosity grows, you can look into the skills needed to take it further.
A small detail can open up a bigger question
In our fictional Games conversation, the student starts with a familiar frustration:
From the concept example. The conversation is fictional.
Student
Some games knock people out too early. My friend gets eliminated right away and just has to sit there watching.
Seven
Is the problem that your friend lost, or that there’s nothing left for them to do?
Student
Nothing left to do. Losing is fine. Waiting for everyone else to finish is boring.
Losing is fine. Waiting is the problem.
That distinction matters. The student is willing to accept losing. What bothers them is being excluded from the rest of the experience.
Now there is a more precise question to work on: what could an eliminated player still do? The student suggests helping a teammate, then notices a complication. Too much help could make the game unfair.
Both concerns belong in the design. A rule that keeps one person involved might take choices away from another. Thinking through that tension gives the student a taste of what designing an experience involves.
Follow the clue far enough to learn something
This moment gives us a reason to explore. It leaves several possibilities open.
The student might mainly want their friend to have a good time. They might enjoy the puzzle of balancing a rule. They might like having an idea, then discover that explaining and revising it takes more patience than they want to spend.
Those differences are hard to see while the idea stays in your head. Trying a small part of the work gives you more to go on. Pay attention to the parts you want to return to, including the awkward ones: hearing that a rule is confusing, noticing an unintended advantage, deciding what to change.
You can also leave an interest as something you enjoy in your free time. Exploring another way to participate is an option you can choose when it interests you.
Try a small part of it
If the design question appeals to you, choose a card, board, or simple group game you and your friends already know. Find one moment you want to improve and agree to try one rule change.
For example, in a team game, you might let an eliminated player offer one hint before a teammate’s turn. Specify what counts as a hint, when it can be given, and whether eliminated players know anything that would make the help unfair. This is an illustrative proposal; the game you choose may need a different rule.
Write down what you expect, play a round, and ask what people noticed. Did the waiting player feel involved? Did the active players still have meaningful choices? What surprised you?
Paper prototypes and repeated testing are part of game-design education. MIT’s introductory course includes paper and digital prototypes, and its published game-design assignments ask students to record rules, playtest outcomes, and revisions. This small exercise is our own suggested way to begin. MIT course description, MIT OpenCourseWare: Assignments
A few notes can help you connect what happened with what you learned:
| Keep track of | Your notes |
|---|---|
| The moment I wanted to improve | … |
| The rule we tried and what I expected | … |
| What players did and said | … |
| The part I found interesting, difficult, or worth trying again | … |
| What I would change next | … |
One round may leave you with more questions. Perhaps you want to work out why your idea failed. Perhaps you enjoyed watching people find a use for the rule you hadn’t imagined. Either can give you a reason for another attempt.
“I like games” was enough to start. “I want to understand why that rule changed how people played” gives you a more specific curiosity to follow.
How would you like to keep exploring?
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Read the Games example

