Define the player's job, not just the genre
Write a player job statement that clarifies the progress, context, and emotional payoff your game should support.
A player job is the reason behind the session. A genre label compresses expectations, but it can hide the real demand. Jobs-to-be-Done helps you define the progress a player wants in a specific context. The same farming mechanic can serve relaxation, mastery, collection, self-expression, or social ritual. The design should know which job it is serving. Use this structure: When [situation], players hire this game to [make progress], so they can [payoff]. Keep it concrete. 'Have fun' is too broad. 'Feel clever during a 10-minute break' is designable. Once you have the job, review features against it. Keep features that…
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