Juice and Value Chains in RPGs 0 ▲ The Play Reports 51 minutes ago · 6 min read1263 words · Gaming · hide · 0 comments At work right now, I'm putting the polish and juice into our current project (a video game for kids), and it got me thinking about juice in tabletop games. If you're unfamiliar with the term juice, it's something that's easy to spot but difficult to communicate. My working definition is: Responsive feedback that provides a satisfying execution of play in increments. Juice can reinforce and highlight key systems but if the devs squeeze right, then even smaller sub-systems have a bit of juice. Repetitive tasks should feel rewarding and good, visually and mechanically. Some examples of juice in video games are the following: The visual effect and animation when creating a card in magic the gathering arena Ribbons and trails when moving around a level in Hades A short animation that shows a sheen on weapons Multipliers that pop up and shake on screen with each hit in something like Borderlands I'm sure you're thinking of plenty yourself. Please share them! Make the Squeeze While it might… No comments yet. Log in to reply on the Fediverse. Comments will appear here.