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Really appreciate the thoughtful read—and love that you're thinking about this through the lens of game design.
Even if games aren’t “solving a pain” in the traditional sense, they absolutely solve emotional and social jobs: escapism, mastery, connection, status, expression. Those are real outcomes people seek, and great games are built around delivering them.
You can still apply the core principles:
Talk to players early: What do they love to play? What moments do they remember? What frustrates them?
Build distribution alongside the game: Share dev updates, build community, involve them in shaping the world. Every trailer, every tweet, every devlog is distribution.
Use JTBD to go deeper: Why are they playing your game? To relax? To compete? To feel immersed? That insight shapes both gameplay and go-to-market.
Games aren’t “just for fun”—they're for something. The more you understand what that is, the more powerful your design and distribution becomes. 0 reply
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