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The Current State of Worldwide Fulfillment (2026)

05. März 2026 um 19:16

Parcel fulfillment methods, options, and best practices have evolved quite a bit over the last few years, so today I’ve updated the information from my previous post on this topic in the hope this will be helpful for my fellow creators.

The Basics

In general, this is the 2-step process that many creators use (see also this infographic):

  1. Freight: A freight company (I work with ARC Global: justin.bergeron@arcglobal.us) ships cartons/pallets/containers of products from a factory to several different fulfillment centers (Australia, Canada, US, and Europe). Depending on your scale, you can potentially freight ship directly to distributors (who sell games to retailers). Here’s my 2023 update on freight shipping.
  2. Fulfillment: A fulfillment center sends orders to customers within their respective region.

This method works well if you know exactly how many products to send to each region. That’s great for crowdfunders but more of a guessing-game for companies like Stonemaier Games who don’t accept orders until the products have arrived at fulfillment centers. We make educated guesses based on past sales and interest gauged from our newsletters.

Top Fulfillment Centers

Whenever I’ve selecting a fulfillment company, I always ask about and test the quality of packaging, speed, communication, customer service, and autonomous problem solving.

I’ve come to believe that consistently high quality is much more important than price when it comes to fulfillment centers. However, you can see a variety of stats (including price estimates, which are updated by each corresponding company) as well as contact information on this master list of fulfillment companies.

Here are my current top picks by region:

  • United States: We work with Miniature Market fulfillment here in St. Louis and have been really impressed by all services they’ve provided. Fulfillrite, Quartermaster Logistics, and Allplay Fulfillment have great reputations, and whenever I receive a package from them, I’m pleased with the quality of packaging.
  • Europe: Spiral Galaxy is great to work with, and they’ve offer a full-service VAT option. They’re extremely responsive, they’re fast, they pack games well, and they even have an optional system where they can confirm addresses with customers before printing labels.
  • Canada: We work with Asmodee Canada to handle fulfillment, and they’re doing a great job with communication, speed, and quality of packaging.
  • Australia/NZ/Asia: Let’s Play Games does a solid job at fulfilling our shipments to customers in Australia, New Zealand, and Asia.
  • Other Areas: Unfortunately, there aren’t any fulfillment centers in other regions I can currently recommend, but I’d love to hear from other creators if you’ve had good experiences in the last few years.

If you plan to sell products through your webstore to customers on an ongoing basis, I recommend setting up different storefronts for each region (or some way to separate inventory by region).

Instructions for Fulfillment Centers

We try to be abundantly clear every time we work with a fulfillment center, informing them well in advance when we have an upcoming launch. Feel free to copy and paste the instructions below (or add/subtract from them):

  1. Ship all packages so they do not require a signature for delivery.
  2. Send customers their tracking number by e-mail on the same day that their order leaves the facility (not when the label is made and no later than the day after the package departs). Also, it’s crucial that backers see their FULL address on tracking notifications, not a partial address that will cause them to wonder if we forgot half of their information.
  3. Either sync tracking numbers with our ecommerce platform or send me a spreadsheet of tracking numbers and couriers within 2-3 days of fulfillment completion. We can answer 90% of customer service questions if we have that data.
  4. If it’s absolutely necessary for an order to ship in multiple packages, please make sure the customer knows that they’re receiving more than one package. That will prevent a lot of customer confusion and frustration.
  5. Please pack the products with plenty of cushioning around the edges, corners, and between differently sized components.
  6. Please use eco-friendly, space-efficient packaging if possible. (It’s generally up to the creator to specify if there is a product that could be shipped in a padded mailer or envelope instead of a reinforced box.)
  7. Let me know in advance what your estimated daily/weekly target is (the quantity of orders they can ship each week). We ask that fulfillment centers increase this quantity for launch periods compared to normal weeks.

Tips and Thoughts

  • Transparency: Most crowdfunders have moved to the method of charging for parcel shipping costs after the project. Parcel shipping is fulfillment center labor, packaging, and postage, which is separate from the landed cost of a product (manufacturing plus freight; this is built into the reward price). Basically, a customer’s assumption when they place a pledge is they’ve now paid for the entire landed cost and only need to pay for the parcel shipping cost later.
  • Responsibility: It is inevitable that some customers will report that a package wasn’t delivered (despite the courier’s “proof” of delivery). We first ask the customer to check with their neighbors–you’d be surprised by how many times the package is next door. If the customer can’t find the package, we confirm that the address is secure (or ask for a more secure address), add a required signature to the delivery (if possible), and ship the package again.
  • Product Size: A certain number of cartons fit on a pallet (18-21 cartons), and your manufacturer will often use the same carton size for everything they send. Smaller box sizes offer a significant competitive advantage given the freight shipping costs, though retailers and distributors typically don’t want to buy cartons with dozens of games inside (6-12 games per carton is ideal).
  • Playmats: Big playmats in cardboard tubes require multiple packages for the same shipment, so we instead have our manufacturer flat-pack them. Fulfillment centers fold them into packages for shipment, saving customers a significant expense (and using a lot less cardboard in the process).
  • Pre-packing: To speed up the fulfillment process, slightly decrease the cost per unit, and ensure a consistent quality of packaging, your manufacturer can pre-package products at the factory. This works best if customers are preordering 1 unit of the product and nothing else. You can even design expansion and accessory boxes so a shipping label can be placed directly on them without the need for a box inside a box.
  • Damaged boxes: Publishers don’t typically have replacement boxes, so if a customer receives a dented or broken box and requests a replacement, there’s no other way than to send them another full game. When we do that, we give the customer a prepaid shipping label to send the ding-and-dent game to a reviewer of our choice (we check with the reviewer in advance to see if they’re fine with this arrangement).
  • Replacement parts: Sometimes components are missing from inside the product, and we have replacement parts helpers around the world stocked with spare parts to send to you if you fill out the form on this page.

Other Tips I’ve Learned Over the Years

  • Bar Codes/SKUs: Fulfillment centers and retailers require bar codes (gs1, then generate codes here); most also need SKUs (stock codes; if you’re in the board game industry, get these from heather.stoltzfus@hmahobby.org). Make sure you have both, and make sure you have a system for ensuring that you don’t use the same bar code on different products (I use a Google Doc with conditional formatting that highlights duplicate cells).
  • Important labels: If you manufacture in China, put “Made in China” on the box (or wherever you made the product). Customs will have a problem if you don’t do this. Also include a choking hazard icon and label (“Warning. Choking hazard. Contains small parts. Not for children under 36 months.”).
  • Add-Ons: The more add-ons and various configurations you offer, the more trouble you’re going to have when you fulfill rewards. Not only does it increase the potential for human error, but it also increases the cost: Some fulfillment centers charge a fee for each item in the package.
  • Fee Precision: When calculating shipping rates on your crowdfunding project, use accurate fees for each country, not one-size-fits-all rates.
  • Europe/VAT/Brexit: If you’re shipping from within Europe, put an address on the back of the box (i.e., your local address plus your fulfillment center address in Europe, though ask for their permission). If your game is CE marked and tested (which it needs to be if you are advertising it as a game for under 14) you need to have an address of an EU-based company that can act as your “authorised representative” and hold your Declaration of Conformity for you. You’ll need to pay VAT, and I recommend shipping DDP (delivery duty prepaid) if you ship to the EU from the UK so customers know that the price they see on your webstore (which includes VAT) is the full price they’ll pay for the product (no surprises upon delivery–and if there is a surprise, it’s a mistake by the courier that can be resolved). I also recommend putting UK and UKCA markings next to the CE markings.
  • Central/South America and Africa: We’ve tried to ship to customers in these regions in the past, but very few packages would actually arrive at their destinations. I know it’s not ideal, but my recommendation to these customers is that they ship to forwarding addresses in regions where we do ship (i.e., to a friend or to a service like Shipito and MyUS).
  • Communication: I’ve found that keeping backers and customers informed with frequent updates throughout the fulfillment process is really helpful for easing their anxiety, even if we have no news to share.
  • Local Pickup: It took quite a bit of coordination, but a few months ago we added a local pickup option here in St. Louis through Miniature Market (for sales made on our webstore). It isn’t something I would want to handle through my home office, but Miniature Market is set up well for option.

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Hopefully this gives you some ideas for shipping and fulfillment! If you fulfilled a project recently or are shipping products on an ongoing basis, what’s something you learned that can help your fellow creators? Do you have a fulfillment center to recommend?

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2025 Behind-the-Scenes Stakeholder Report for Stonemaier Games

02. März 2026 um 14:59

With our 2025 tax calculations now complete, it’s time for me to share the annual Stonemaier Games stakeholder report.

A “stakeholder” in Stonemaier Games is anyone who has an impact on our company and a stake in our story, whether it’s my coworkers, contractors, customers, Champions, Ambassadors, retailers, distributors, localization partners, artists, designers, readers, etc. So if you’re reading this, the transparency in this post is out of respect and appreciation for you.

Joy is always our goal–we don’t measure success by money, units sold, rankings, followers, or awards. Those are just metrics. So all of the data aside, I truly hope we were able to create some joy for you in the last year, and I’m grateful for your connection to Stonemaier Games.

2025 Revenue and Personnel

We use the accrual method for accounting (expenses and revenue count in the year when we ship the products to the customer). Our total revenue for 2025 was $25.1 million. The sources were distribution (34%), Stonemaier webstore (21%), localization (19%), direct hobby retailers (9%), Amazon FBA (13%), and digital game royalties (4%).

For comparison, revenue was $23.7 million in 2024 (actual profit is a much lower number on any given year; we consistently reprint almost all of our games, so the majority of our profits are reinvested into manufacturing, freight shipping, and personnel). Please note that comparing annual revenue isn’t particularly relevant, as changing the timing of a large first printing or restock by even just a month can shift millions from one year to the next. 2025 was also a particularly release-heavy year, and Vantage is among our more expensive games. Even with the increased expense of tariff taxes, we did not increase our prices.

We have no debt, nor did we take any loans in 2025. As usual, cash flow was tight at certain times of the year due to the gap between when we need to pay Panda (our manufacturer) and when distributors pay us, but we make it work. (I mention this to dispel the notion that profitable companies are always flush with cash.)

  • Full-time employees: 7 (Jamey, Joe, Alex, Dave D, Susannah, Erica, Christine)
  • Part-time employees: 1 (Alan)
  • Every day contractors/partners: 4 (Morten, David, Dave H, Shannon, and Karel)
  • Number of cats: 6
  • Number of dogs: 3
  • Independent contractors: 100+
  • New games (including re-releases): 7
  • New expansions: 2
  • New accessories: 5
  • Crowdfunding campaigns: 0
  • Shareholders: 30 (including all 8 Stonemaier employees)

Here’s a longer list of everyone who has an impact on Stonemaier Games, including demographics (photos of many of them are here).

We warehouse and ship our games from Miniature Market for our products in the US, from Asmodee Canada for our products in Canada, from Spiral Galaxy in the UK to serve Europe, and from Let’s Play Games in Australia for Oceania/Asia. My coworkers and I work from home.

Games in Print

The quantities below are the lifetime units in circulation for each game (just the game, not expansions, accessories, or promos) in all languages released in 2025 or before, and the BGG rankings are as of today. If you haven’t rated our games, you can do so here!

  • Viticulture: 273,584 units (BGG rank: 44)
  • Euphoria: 44,000 units (BGG rank: 678)
  • Between Two Cities: 56,900 units (BGG rank: 889)
  • Scythe: 601,102 units (BGG rank: 26)
  • Charterstone: 97,500 units (BGG rank: 625)
  • My Little Scythe: 68,500 units (BGG rank: 837)
  • Between Two Castles: 58,000 units (BGG rank: 771)
  • Wingspan & Wingspan Asia: 2,639,429 units (BGG ranks: 38 and 89)
  • Tapestry: 91,650 units (BGG rank: 293)
  • Pendulum: 49,200 units (BGG rank: 3786)
  • Red Rising: 154,800 units (BGG rank: 1055)
  • Rolling Realms & Rolling Realms Redux: 62,000 units (BGG rank: 1124)
  • Libertalia: 62,584 units (BGG rank: 516)
  • Smitten & Smitten 2: 38,000 units (BGG rank: 6155)
  • Expeditions: 77,500 units (BGG rank: 386)
  • Apiary: 55,004 units (BGG rank: 314)
  • Wyrmspan: 451,994 units (BGG rank: 125)
  • Stamp Swap: 34,000 units (BGG rank: 3175)
  • Finspan: 233,584 units (BGG rank: 489)
  • Tokaido: 29,500 units (BGG rank: 835)
  • Vantage: 64,000 units (BGG rank: 225)
  • Origin Story: 33,500 units (BGG rank: 2314)
  • Tokaido Duo: 27,834 units (BGG rank: 1800)

The products we introduced in 2025 were Finspan, Between Two Castles Essential Edition, Tokaido, Vantage, Tokaido Duo, Smitten 2, Origin Story, Wyrmspan: Dragon Academy, Tokaido: Crossroads & Matsuri, a variety of promos for Rolling Realms, and the Wingspan bird promo packs. As usual, we’ve tried to keep our release schedule streamlined and focused so we can shine a big spotlight on everything we make; with the addition of the Tokaido brand, we didn’t accomplish that goal particularly well in 2025.

Social Media, Contacts, and Other Metrics

This data is as of March 1, 2026.

With Joe as our Director of Communications, Alex as our COO, Susannah as our Sales Relationship Manager, Dave as our Customer Outreach Manager, Christine as our Director of Visual Design, Erica as our Ecommerce Brand Manager, Alan as our Director of Special Projects, and Jamey (me) handling lead design, development, marketing, content creation, project management, and direct-to-consumer sales, we have people specializing in different interactions on various platforms in service of you. This is reflected by our org chart:

New in 2025

Our other new endeavors and experiments in 2025 are as follows:

Looking Ahead to 2026

At the beginning of 2026, I previewed our releases for the year as follows:

  • Q1: Wingspan expansion (based on the birds of Central and South America and the Caribbean; vision friendly cards are available as an add-on) and a Viticulture expansion (a new 4-season board with the original board on the back)
  • Q2: Euphoria Essential (combines the expansion with the core game and offers a new board layout with some rules tweaks; the board and rules will be available separately for those who already have Euphoria) and the first Finspan expansion (I previewed a shark card and a colorful fish)
  • Q3: Scythe vs Expeditions 2-player dueling game (this content expands Scythe and Expeditions, and all Scythe factions/player mats and Expeditions mechs/characters are compatible with the dueling game; there will be add-on packs containing metal versions of the mechs and a plastic airship [which isn’t used in the dueling game]), a small-box, lighter Wingspan bird experience playable in around 3o minutes, and a mini-expansion to Origin Story (many more superheroes)
  • Q4: The first Smoking Bones game from artist and worldbuilder Andrew Bosley and a debut designer (see some info about the world here) and our version of Namiji (combines the core game and the expansion in a normal box size with accessibility updates)
  • reprints for the Rolling Realm promos (other reprints for out-of-stock products are dependent on demand as indicated by back-in-stock requests on our webstore)

You can sign up for our monthly e-newsletter to receive notifications about these announcements.

In 2026, my goals are to welcome both new and experienced gamers into the gaming community and bring joy to their tabletops, to support my amazing coworkers, and to lead with kindness, compassion, and empathy.

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Thanks for joining Stonemaier Games on this journey, and if there’s anything we can do to add joy to your tabletop experiences, please let us know.

Do you have any thoughts, observations, or questions about this report? I want to continue to learn from mistakes and successes, experiment, and listen to our stakeholders in 2026.

Also read:

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

5 Japanese Ideologies I’m Trying to Follow

26. Februar 2026 um 18:52

Recently an Instagram post about Japanese ideologies appeared in my feed, and I keep returning to it, so I thought I’d share my ruminations with you today.

Kaizen: Improve by 1% every day instead of chasing perfection.

I think about this in two ways: One, I try to acknowledge that Stonemaier Games (and myself) can always improve, and real improvement takes time. Two, big projects are completed only when we make progress in small, incremental steps (a lesson I took to heart when designing Vantage–even if I only found time to design 1 new location on a certain day, that was infinitely better than not making any progress at all).

Shoshin: Keep a beginner’s mind; curiosity makes learning endless.

I love learning about other people, games, companies, etc. You may notice that nearly every article, video, or post I make ends with a question, as I’m genuinely curious about other perspectives. I also love to see people approach a variety of topics–from light to serious–with  real questions grounded in curiosity (not loaded questions).

Ikigai: Find the reason you wake up, as purpose fuels happiness.

This is a tough one. It’s truly amazing to understand your “why”, but what if your purpose is distant from your daily responsibilities? That said, I have found it incredibly helpful to have a clear, guiding principle: To bring joy to tabletops worldwide by serving you. That is the lighthouse for every boat I try to steer ashore.

Nemawashi: Prepare quietly before decisions; success comes from groundwork.

I’m working on this, but it doesn’t come naturally to me. Specifically, when there is a decision to be made, my instinct is to make it and move forward. I think this comes from a previous job when decisions would be deliberated ad nauseum; also, for a long time it was just me at Stonemaier. It’s really nice that I can make decisions without going through bureaucratic stopgaps, but now I’ve found so much value in involving different coworkers when I’m deliberating something.

Oubaitori: Never compare yourself to others–everyone blooms in their own season.

One of the most unhealthy things I’ve done (and sometimes still do) is compare myself, my games, and Stonemaier Games to others. It’s an insecurity, plain and simple. I don’t need to judge myself in relation to someone else, nor is it productive to judge someone else in comparison to me. Rather, I try to learn about others with an open heart and appreciate what they’ve created.

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Which of these ideologies resonates the most with you? Which one do you struggle with the most?

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If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

Tariff Tax Update: February 2026

23. Februar 2026 um 17:05

Every day for the last 10 months, I’ve lived in fear that the executive branch of my own country would raise our import taxes to an extreme level that would significantly damage Stonemaier Games and the thousands of small businesses seeking to serve their US customers, retailers, and employees.

So when the Supreme Court ruled on Friday that the tariff taxes and the way they were implemented were unconstitutional, I had a huge sense of relief. Relief that small businesses can no longer be used as pawns in a global game. Relief that the whim of one person can no longer effectively change the landed cost of our product from $10 to $25.

Yes, there are still legal ways for the executive branch to impose tariff taxes. They seem really passionate about making small businesses in the US pay more taxes. But these methods have limits: For example, the new tariff tax is 15% (that’s the max it can be), and it needs congressional approval to extend beyond 150 days.

In the immediate future, I don’t think we’ll see much of an impact on prices, as anything in stock in the US already had its tariff tax paid when it entered the country (if it was manufactured elsewhere). My perception is that many businesses avoided raising prices and instead just ate the extra costs (that’s what we did; we did not increase any prices).

There is also the possibility of tariff tax refunds. To date, Stonemaier Games has paid just under $300,000 in tariff taxes to the US government. I’m not counting on getting any of that back–it will be nice if we do, and I hope that other businesses do, but the level of uncertainty isn’t something for which we can plan.

My hope, as always, is that what happens next will help me best serve my coworkers, our independent contractors and partners, and our customers in the US and around the world (consumers, retailers, and distributors). I wish the same for all other small businesses.

How have the tariff taxes affected you, and what is your hope for the future of tariff taxes?

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If you want to question the feasibility of manufacturing highly customized games in the US, the ethics of manufacturing in other countries, or the politics of opposing tariff taxes, please read this and this.

Previous articles:

Other related resources:

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

Express Crowdfunding: A Backer-Focused Gamechanger from Gamefound?

19. Februar 2026 um 14:44

For the last 10+ years, Stonemaier Games has invested a lot of up-front time, resources, and love into our products, completing production before we sell to customers on our 4 regional webstores (followed by shipping soon afterwards, then a retail release a few weeks after fulfillment is complete).

This method has proven to serve our customers incredibly well, with 3 circumstantial exceptions:

  1. It’s a guessing game as to how many units we send to each of our fulfillment centers (US, Canada, Europe, and Australia/NZ/Asia), so sometimes we have sold out of a product in one region but not another. Customers then need to make a back-in-stock request and wait for the reprint (or buy from their local store, as many units are reserved for retail distribution).
  2. Even with our extensive oversight process, mistakes can slip through to the first printing of a product.
  3. Our launches primarily reach those who follow Stonemaier Games in some capacity, directly or indirectly.

With this in mind, I was both impressed and intrigued that Gamefound is introducing a new feature called Express Crowdfunding. In their words: “Instead of collecting pledges and waiting months or years to deliver, Express Crowdfunding allows creators to gather shipping details and begin fulfillment while the campaign is still live.” When the initial printing sells out, Express shifts into accepting preorders for a second printing.

I think this is fantastic, as it directly addresses what I believe is the biggest issue with modern crowdfunding: uncertainty. When a creator launches an unfinished product, they pass the burden of uncertainty onto their backers.

Express asks creators to finish and produce some quantity of their product before launching. Yes, there’s risk in that, and I understand why creators old and new have to choose how they mitigate that risk. That’s where Express shines (in principle–we won’t see it in action until Labyrinth Chronicles launches on Tuesday): You can make a smaller print run of the game up front so some customers can receive it within a few weeks of launch, then within the same campaign you can gather preorders from everyone else.

I confirmed with Marcin at Gamefound that the pre-produced games can have a variety of variants (different versions, languages, or quantities at fulfillment centers). A creator could offer a different price for a pre-produced version than a second printing if they wish, and backers can choose between the two. StretchPay doesn’t apply to the pre-produced games, and so Express may not work as well for games priced at $100+.

In my opinion, this is a strongly backer-focused option, and I’m curious which other creators will try it first. If you do, please let me know so we can talk about it.

Does this intrigue me for a future Stonemaier launch? Just a little bit, particularly for #3 on my above list. However, part of our method is that we not only get products to customers soon after launch, we also get them to retailers soon after launch fulfillment. In fact, we saw with Expeditions that it doesn’t serve retailers and their customers well when there’s a big gap between launch fulfillment and retail fulfillment.

Also, we’ve taught early adopter consumers over many years that our webstore is the place to go to get our games, and our Champion program is built around the Shopify platform. Our webstores sync up perfectly with our fulfillment centers, and we’ve invested heavily in the webstores with significant results ($5.3m in net consumer webstore sales in 2025).

So while we likely won’t try Express, I applaud the innovation.

Quick notes on other crowdfunding innovations:

  • Gamefound has also implemented Endgame, which lets backers extend a campaign as long as it continues to receive pledges. This can help with stretch goals and give more backers access to lower campaign pricing before late pledges begin. Marcin notes, “it is also just a fun experience for an engaged community,” which I can see.
  • Kickstarter offers creators the option to provide “secret rewards” as a way of showing appreciation to certain backers. I learned about this from the creator of the Sugarworks project. I can see this as a nice way to offer a lower price to people for whom you’re particularly grateful.

What do you think about Express, Endgame, and secret rewards from a backer or creator perspective?

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If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

The Essential Human Problem Solved by Games

16. Februar 2026 um 15:28

What do Senet, Backgammon, the Royal Game of Ur, Mancala, Go, Pong, archery, running, swimming, and boxing have in common? They are some of the world’s oldest games (tabletop, digital, and sports).

I realized recently that games wouldn’t have existed across the world for thousands of years if they weren’t solving an essential problem faced by humanity. Games let us feel something important that we rarely experience on a daily basis. We are able to work because of what we gain from playing.

Here’s a list I’ve compiled of essential feelings that games let us experience. Games enable us to feel:

  • clever
  • powerful
  • creative
  • lucky
  • progress
  • control
  • safe
  • joy
  • adventurous
  • discovery
  • connection
  • potential
  • useful
  • empathy
  • masterful
  • victorious
  • acceptance
  • complete
  • unique
  • purpose
  • love

Think of a game you love and how it makes you feel. I put a photo of Tapestry here because it provides several of these essential feelings: I can feel clever when I eek out one more advance turn before a break for income. I can feel powerful when I expand my territory and ward off opponents. I can feel lucky when I roll the science die. I’m also consistently feeling a sense of progress (I’m always moving forward), control (full agency over the track I choose), and uniqueness (asymmetry).

Of course, the great thing is that no single game needs to provide all of these feelings. An adventurous or lucky game may not give me all that much control, just as a cooperative game that provides feelings of love and connection may not make me feel powerful or victorious.

Also, some of these feelings are provided by the act of gaming itself. I can feel complete in a game by maximizing a set collection mechanism, but I can also feel complete in the meta sense by collecting all expansions for a game I adore. I can feel useful by teaching a game, and I can feel masterful by honing my skills in a specific game over dozens of plays.

The more I thought about this topic, the more I realized two things:

  1. These feelings are truly important in life. I need to sometimes feel lucky. I need to feel a sense of purpose. I need to feel like I’m making progress. Think about how essential (yet rare) these feelings are in our daily lives (work, family, school, etc). Life can be really hard, and there may be long spans of time when we don’t feel unique, discovery, or control. Games aren’t a replacement for those feelings in our daily lives, but they remind us that these feelings are possible.
  2. We can create games with intention to evoke these feelings. On a purely theoretical level, I can look at any game we make and attribute at least a few of these feelings to it. I can also say that many of my games have an intended experience. But from now on, I plan to use these feelings as the foundation for every game’s design and development. Again, not every feeling for every game–some are contradictory–but I want our games to solve this problem with intention, not stumble into a solution.

I believe these are essential feelings to the human experience. While I truly hope that we all get to feel them in real life on a regular basis, I’m glad that games provide a consistent source of these feelings.

I’d love to hear your thoughts on this concept. Am I missing any essential feelings? Do you consider these feelings essential to our humanity? What’s a game you played recently that provided a few of these?

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If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

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