DEFINITION
Likeability
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👼 Good vs. Neurotic
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- A fundamental point of stories is too teach what is Good vs. What is Neurotic.
- Stories which are timeless valorize Good role models. Stories which valorize Neurotic role models fail to have that same quality.
- It is so much more pleasant to come back to a world and characters which we can fall in love with.
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🛏️ Player goals vs. Avatar goals
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- Make sure that what the player wants to do and what the player avatar wants to do don't conflict
- If the player feels motivated to do something in the game world, because it feels cool find a way to integrate it in the story.
- If there is something in the story which some players might really begrudge, find ways the avatar can work around them.
Bond
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🔎 Make the player know
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- Go into detail about the setting, its characters, environments, plots...
- Make them likeable.
- Make the player spend time with them.

Consequences
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😘 Make the player care
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- The more the bond has been built between the player and elements of the setting, the more they will care about threats, decisions (agency), and changes.