In-game tutorials explicitly scaffold the designed pathway for players inLakeland, nudging playerstowards self-sustaining strategies. However, the game grants achievements to players in fourcategories, which may engage different types of players. For example, some players may focus ongaining achievements for a large population, many farms, or money earned. On the other hand,some players may follow a path of destruction, progressing primarily along the algae bloom track.This tension between the designed (and instructed) pathway and the varied achievements leads toopportunities for divergent play. In this case study, the objective is to use our method to evaluate thegame’s existing design, by examining the players’ decisions and progress, and how they interact withgame feedback.
these are things i noticed while playing the game