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Players Keep Sorting Instead of Following the Story: Is It a Design Problem?

If players spend a session arranging items instead of advancing the plot, that choice alone does not show that the game is failing. It may mean the sorting activity is satisfying, the story can wait, or the next story step is hard to find. To tell which, observe what players do when the game makes both options clear, then ask what they thought each option would lead to.

September 30, 20267 min readLeisure, Travel & City ExperiencesBy Metlivi Editorial Team
Section 1

What Does “Ignoring the Story” Actually Tell You?

A playtest observation is a behavior to explain, not a verdict. A player who keeps sorting could be deliberately enjoying the activity, finishing a self-set goal, exploring the system, or postponing a story beat that seems irreversible. Another player might not realize that a conversation or location advances the plot. The same visible action can reflect different intentions.

Games user research distinguishes observing whether players understand and perform a task from asking what they think about an experience. Both matter here: activity counts can show that sorting dominates play, but they cannot establish why. The design intent also matters; researchers need to know what experience the team hoped to create before deciding whether a result is good or bad. See “Designing a games user research study”.

So avoid treating “time spent sorting” as a stand-alone failure metric. First clarify the intended relationship between sorting and story: Is sorting an optional activity, a way to reveal narrative details, a required gate, or the main experience? Then look for evidence that players understand the available paths and can act on their preference.

Section 2

Separate a Voluntary Detour from a Navigation Problem

Watch for the sequence around the choice, not just the total time. Does the player notice the story prompt, inspect it, and return to sorting? Do they search for a new objective, revisit the same areas, or ask what to do next? Do they continue sorting after saying they would like to see what happens in the story? These patterns suggest different design questions.

A useful distinction is between choosing not to progress and being unable to identify how to progress. The first may be a valid preference. The second points toward unclear navigation, weak signposting, or an objective that is not legible. Games user research recommends observing behavior and then probing to learn whether a player failed to see a route, misunderstood it, or understood it but chose another path. The difference changes the fix.

Record a small, consistent set of observations for each playtester: what they do after completing a sorting task; whether they notice the story entry point; what they say they believe will happen if they select it; whether they can resume sorting afterward; and what they choose when asked what they want to do next. Pair observations with a short, neutral question at a natural pause, such as, “What were you looking for there?” Avoid asking, “Why didn’t you follow the story?” because it implies that story progression was the expected or correct choice.

Section 3

Use a Playtest That Does Not Give Away the Answer

Decide what you need to learn before setting the task. If the question is whether players naturally discover story progression, do not instruct them to find the story. A broad prompt such as “Play this section as you normally would” is less likely to reveal what the designers hope players will notice. If the question is whether both routes work once discovered, you can test that separately by making each route explicit and asking players to choose what interests them.

Keep the starting conditions representative. If players would normally receive a tutorial, objective prompt, or prior story context, provide it before observing the choice. Otherwise, a test may measure missing setup rather than the game’s intended experience. The Games User Research guide also recommends defining what a good or bad result would look like in advance and matching collection methods to the research objective.

For example, a team might define two distinct questions: “Can players find the next story step without help?” and “When both the story and sorting activity are available, which do they choose, and what do they expect from each?” The first can be assessed through discovery and navigation behavior. The second needs observation plus a brief follow-up about the player’s reasoning. These are proposed test questions, not a claim about any particular game or player population.

Section 4

Read Choice as Preference Only with Supporting Evidence

Repeated sorting is stronger evidence of a preference when players recognize the story option, can describe what it offers, and still choose to continue sorting. A clear statement such as “I want to finish organizing this room first” helps explain the observed behavior. Even then, keep the conclusion narrow: those participants preferred sorting at that moment, in that build, under those conditions. Do not turn a session into a permanent label for a player type.

If participants do not notice the story prompt or cannot tell what it does, their sorting time cannot reliably distinguish preference from confusion. If they notice it but worry that selecting it will end the sorting activity, the choice may be constrained by uncertainty about consequences. Ask what they expect to happen before changing the design. Research on narrative agency also treats player experience as more than a count of explicit choices: interpretation, character motivation, and the relationship between player and character can shape how a story is understood. Cole’s peer-reviewed discussion of player and character agency is useful context, though it does not test sorting mechanics specifically.

Section 5

Make Both Routes Easy to Understand

When sorting and story progression are meant to coexist, make each route recognizable and communicate its immediate consequence. A sorting interaction might tell players whether it is optional, repeatable, or connected to a story reveal. A story entry point might state that it continues a conversation or opens the next scene. Use labels, visual hierarchy, and consistent prompts that match what actually happens; vague symbols or dramatic warnings can make a harmless choice feel consequential or obscure its purpose.

Protect the ability to return when the design allows it. A visible “continue sorting” or “return later” path can reassure players who want to alternate between activities. If story progression does close an activity or change the available space, explain that before the player commits. Clear navigation gives players more control because they can make an informed choice rather than guessing which action the game expects.

This does not require the story to compete with sorting for attention every moment. Depending on the game’s intended structure, narrative can appear in small pieces during the activity, wait at a clearly marked point, or unfold through optional interactions. The right arrangement is a design decision to test, not a universal rule. Research on player agency in story-driven games likewise examines how choices and decision-making relate to perceived control, while noting that the area still has research gaps; it does not imply that every game needs branching plotlines. See the University of Waterloo thesis on agency and choice in cinematic adventure games.

Section 6

Turn the Playtest into a Design Decision

Use a simple diagnostic sequence after each session:

Check awareness. Did the player notice the story route and understand it was available? If not, investigate its visibility, wording, timing, and any missing context.

Check expectation. Could the player explain what selecting it would do and whether sorting would remain available? If not, clarify consequences and return paths.

Check choice. Once both options are understood, what does the player choose? Record the action and the player’s own explanation instead of assigning a motive from behavior alone.

Compare sessions. Look for recurring patterns across participants and conditions. A single detour is a useful observation, not a reliable design conclusion. Keep separate counts for discovery, selection, abandonment, and requests for direction so different problems do not collapse into one “story engagement” number.

Change one part and retest. If players miss the story route, adjust signposting. If they understand it but prefer sorting, consider whether that is acceptable for the intended experience. If they want both but fear losing access, make the sequence and return path clearer. Then observe whether the targeted behavior changes.

The underlying lesson is straightforward: players choosing sorting over story is not automatically a problem. It becomes a design problem when the game’s navigation hides a route players want, or when unclear consequences prevent an informed choice. A good playtest distinguishes those cases and gives sorting and story progression clear, usable places in the experience.

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