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That’s some interesting insights. I’m not sure about a few of the judgements, but it does give me a vague guidelines to understand my varied game preferences a bit better. In multiplayer competitive games, I really enjoy peak moments of “meso”. This usually involves some sort of sneaky tactics and/or unexpected ambush setup with distraction baiting with teammate coordination. In Rocket League this is often happening in the context of fake-outs and other rhythm breaking of the expected momentum/flow. I also really enjoy single player rogue-likes across action and turn-based tactics styles. The term used to describe “meso” that I’ve come across is from Japan: yomi.
That’s some interesting insights. I’m not sure about a few of the judgements, but it does give me a vague guidelines to understand my varied game preferences a bit better. In multiplayer competitive games, I really enjoy peak moments of “meso”. This usually involves some sort of sneaky tactics and/or unexpected ambush setup with distraction baiting with teammate coordination. In Rocket League this is often happening in the context of fake-outs and other rhythm breaking of the expected momentum/flow. I also really enjoy single player rogue-likes across action and turn-based tactics styles. The term used to describe “meso” that I’ve come across is from Japan: yomi.
https://www.gamedeveloper.com/design/what-is-yomi-
Layers of yomi really make games feel more puzzle-like, and I really appreciate when devs create systems that balance out using layers of yomi.