A workshop on video game mechanics

by Maxime BoulogneSep 6, 2026

When I run a workshop, I try to stay out of the way as much as I can. I'd rather participants stumble into the idea themselves than have me hand it to them, even if it takes a longer, less direct road to get there. What people find on their own tends to stick.

This was the team's first workshop on gamification, so I wanted them to find their own way in rather than start from theory. I asked each designer to pick a video game, then name one mechanic in it, precisely. Not “engaging progression system”, something they could point to on screen. I used Knights in Tight Spaces and its playing-card mechanic as an example.

Only then I introduced Octalysis's psychological needs, not as theory to memorize but as language for something they'd already spotted. Each designer mapped their mechanic to one or more needs. The framework arrived once they had a reason to want it.

  • Screenshot of the Turn-based battle mechanic in Dofus

    Turn-based battle

    Dofus

    • Unpredictability & Curiosity
    • Social Influence & Relatedness
    • Empowerment of Creativity & Feedback
  • Screenshot of the Skillbar mechanic in World of Warcraft

    Skillbar

    World of Warcraft

    • Development & Accomplishment
    • Ownership & Possession
  • Screenshot of the Synchronized skills mechanic in Darkest Dungeon

    Synchronized skills

    Darkest Dungeon

    • Loss & Avoidance
    • Empowerment of Creativity & Feedback
    • Development & Accomplishment
    • Scarcity & Impatience
  • Screenshot of the Random card mechanic in Times Up

    Random card

    Times Up

    • Development & Accomplishment
    • Empowerment of Creativity & Feedback
    • Social Influence & Relatedness
    • Unpredictability & Curiosity
  • Screenshot of the Pick 3 mechanic in Ball x Pit

    Pick 3

    Ball x Pit

    • Development & Accomplishment
    • Ownership & Possession
    • Unpredictability & Curiosity
    • Loss & Avoidance
  • Screenshot of the Mystery loot mechanic in Mario Kart 8

    Mystery loot

    Mario Kart 8

    • Ownership & Possession
    • Social Influence & Relatedness
    • Unpredictability & Curiosity
  • Screenshot of the Furnishment list mechanic in The Sims

    Furnishment list

    The Sims

    • Ownership & Possession
    • Empowerment of Creativity & Feedback
    • Development & Accomplishment

The last step closed the loop: take a real business case and rebuild that same mechanic into it, in sketch or mockup form.

Results surprised even me. Several mechanics designers built in that session have a real shot at shipping. My manager, who saw the outcome, asked for a second round with the whole design team, this time built directly around one specific business case.

To be continued…

I’m Maxime Boulogne, I share these notes and case studies to prove UX only serves the light side of the Force.