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Turning a Real Hobby into a Game: Which Steps Should You Simplify?

When you adapt a hands-on hobby into a craft simulation, simplify the actions that consume time without changing the player’s decisions; preserve the choices and material feedback that make the activity recognizable. A useful test is whether removing a step also removes a meaningful choice, a visible change in the material, or a reason to care about the finished object. If it does, represent that step in a compact form instead of deleting it.

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

Start with the feeling and choices the activity should create

Write down what the player should notice and decide while making something. That might be choosing a material, testing a pattern, adjusting a technique, or deciding whether to keep an imperfect result. This small design brief is more useful than copying every real-world step in order: a simulation can reproduce a process and still leave the player with little to do.

The MDA framework describes a relationship between a game’s mechanics, the behavior that emerges as players interact with them, and the experience those interactions create. Applied here, begin with the intended experience—such as experimentation, expression, or steady progress—then ask what decisions and feedback would produce it. Work backward from that experience before deciding which hobby actions need their own mechanics. MDA: A Formal Approach to Game Design and Game Research

For each real step, ask two questions: “What can the player decide here?” and “What can they observe afterward?” A step that offers neither may be a candidate for a shortcut, an animation, or an automatic transition. A step that answers both questions may deserve a direct interaction, even if it takes only a moment in real life.

Section 2

Keep material changes that players can read

A recognizable craft loop connects an action to a consequence. The player chooses or prepares a material, works it, sees what changed, and uses that result to decide what to do next. If the game skips straight from raw materials to a finished item, the activity may become a recipe-selection screen rather than a simulation of making.

Weaving offers a concrete example. In the National Park Service’s description of loom weaving, the primary actions are opening a gap in the warp, passing the weft through it, and pushing the thread into place. The page also explains that consistent tension affects whether the cloth is smooth and even. How Does Weaving Work?

A game need not model every thread or loom motion individually. It could combine repeated motions into a short sequence, while letting the player choose a thread color or weave pattern and see the fabric grow row by row. Tension could appear as a simple indicator or as a consequence of the player’s rhythm. Those are design proposals, not claims about how every loom or weaving tradition works. The key is that the simplification retains a legible relationship between action and cloth.

Museum Wales documents a much longer wool-to-fabric chain, from sorting and preparing fleece through carding, spinning, winding, warping, weaving, and finishing. It notes that warping includes arranging threads in order and color sequence before weaving. The Process — from fleece to fabric In a compact game, several preparation actions might become one choice of yarn and warp arrangement, while weaving and finishing remain visible because they change the object in ways the player can inspect. The right boundary depends on the game’s focus: a game about choosing colors may foreground sorting and arrangement; a game about loom technique may spend more interaction on weaving.

Section 3

Simplify repetition and handling that do not create new decisions

Real hobbies include repeated movements, setup, cleanup, waiting, and routine handling. Those activities can matter to practitioners, but a game does not automatically benefit from reproducing them click by click. If the player repeats the same action under the same conditions and receives no new information, compress the repetition into a single action, a timed animation, or a result summary.

Keep a step interactive when it changes the available options or asks the player to read a changing condition. For example, if preparing a material determines which colors or textures are available later, preserve that choice. If winding yarn is only a necessary transition in your intended version of the activity, it may be shown as a brief animation instead of a separate sequence of button presses. This distinction is an editorial design method: it follows from treating rules as tools for expressing intended decisions, rather than as a checklist of real-world motions.

Game Developer’s discussion of abstraction makes a related point: reducing or combining rules can preserve the idea a system expresses while removing friction that distracts from player decisions. Its example combines two terrain-cost rules into one while retaining the distinctions that mattered to the design. Realism from Reduction: Successful Abstraction in Game Design For a craft simulation, apply the same logic to repeated or fiddly handling: combine operations when the underlying choice remains understandable, but do not collapse distinct material consequences into an unexplained “craft” button.

Section 4

Preserve meaningful variation; remove redundant complexity

More options do not necessarily create more expressive play. A material choice is meaningful when it produces a result the player can perceive and use. If three yarns differ only in their names, with no visible or mechanical consequence, they add sorting work rather than a decision. If two tools produce identical outcomes and occupy the same role, they may be redundant. Conversely, a small number of choices can support expression when each creates a recognizable result.

A GDC presentation about revising Astroneer’s crafting system illustrates why designers need to examine how components work together. Its authors describe systems that were interesting in isolation but felt disconnected or redundant in the wider game; changing resource roles helped make the connections between modules clearer. Mining Your Own Design: Crafting the Crafting System in Astroneer For a hobby game, this suggests checking each material and action against the full loop: Does this step open a new making choice, alter the result, or support a later decision? If it does none, simplify or remove it.

Do not reduce every craft outcome to a single quality score. A score can make comparison easy, but can hide the tactile or aesthetic differences that give a hobby its character. Consider showing dimensions that players can interpret—such as color arrangement, texture, shape, or visible evenness—only when they connect to the choices in your game. The player should be able to understand why a result looks different, not just be told that it is better or worse.

Section 5

Use a step-by-step decision test

For each real-world step, fill in a short design note:

Player choice: What can the player choose, adjust, or intentionally vary? If nothing, could a choice be added without distorting the activity?

Material response: What visible change follows the action? If none, consider combining it with a neighboring step.

Later consequence: Does the result affect the next action or the finished object? If it does, make that connection readable.

Repetition: Does repeating the input ask for a new judgment? If not, compress repetitions while showing enough progress for the player to follow the transformation.

Recognition: Could someone unfamiliar with the hobby still see how the action relates to making the object? If the link is unclear, improve the visual response, name the material state, or show the relevant tool.

Then prototype the shortest version of the loop that keeps the important choices and material responses. Observe where a player pauses because the next move is unclear, and where they repeat an action without making a new decision. The MDA paper describes iterative analysis as a way to refine both implementation and intended experience; in practical terms, test the loop, inspect what players actually do, and revise the steps that either obscure the process or add no useful choice. MDA: A Formal Approach to Game Design and Game Research

Section 6

A compact rule for deciding what stays

Keep steps that let players express a preference, learn from a material response, or make a consequential adjustment. Simplify steps that mainly transfer the object between stages, repeat an unchanged action, or expose routine detail without giving the player anything to interpret. When uncertain, preserve the material feedback but reduce the number of inputs: one clear choice followed by a visible result can evoke making more strongly than a long sequence of unconnected clicks.

The aim is not to simulate a hobby in full. It is to shape a playable version in which players can recognize the activity through the choices they make and the changes they see. Establish that relationship first; then decide how much real-world process the game needs to support it.

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