Player value · combination series · genres

Same business health, different makeup

Series: hub · multi-membership · contribution

Three genres can all be healthy for the business with different “what good looks like.” Strategy often lives on depth, veterans, and spend among stayers. Social puzzle lives on short cognitive loops and invites / co-play — referral is load-bearing, not optional. Shooter lives on feel: aim, timing, moment-to-moment skill. The radar below is optional illustration — strength peaks only, not a full scorecard.

Notice Referral (R): near-flat on strategy and shooter strength profiles, primary spike on social puzzle.

Optional · strength peaks by genre

Strategy: depth and spend · Social puzzle: cadence and referral · Shooter: moment and queue. Same business health can sit on different combinations.

  • Strategy · cognitive depth
  • Social puzzle · cadence + R
  • Shooter · sensomotoric

Strength spikes only · A Attention · F Frequency · I Intensity · T Tenure · M Monetary · R Referral · Rs Resilience

Strategy: I · T · M  ·  Social puzzle: A · F · R  ·  Shooter: A · I · F

Cognitive · strategy / midcore

Depth · systems · veterans

Value is gathered in mastery and long arcs. Value is given in deep sessions and often higher spend among stayers. Frequency can sit lower than a daily puzzle and still be healthy.

Strengths (radar peaks)

  • ↑I × ↑M deep wallet
  • ↑T × ↑M old-timer spender
  • ↑T × ↑I veteran depth
  • ↑I × ↑Rs when fair recovery exists

Oranges (design-shaped)

  • ↑I × ↓F weekend deep
  • ↑M × ↓Rs fragile whale
  • ↑T × ↓A tired veteran

Weaknesses / challenges

  • Green→red: spend without recovery; depth without return
  • Do not force five opens/day unless the genre wants it

Roadmap directions (illustrative)

Endgame, prestige, economy fairness, matchmaking, post-loss recovery — form is title judgment.

Cognitive · social puzzle

Cadence · invite · co-play

Value is gathered in short cognitive wins and in the people who show up with you — helper invites, guild boards, shared levels, gifting, async co-solve. Value is given when Referral is a designed pillar, not a side metric: frequency of return often rides on who is waiting. Intensity may look “low” vs strategy; R is not optional on a healthy social-puzzle radar.

Strengths (radar peaks)

  • ↑R × ↑F social cadence
  • ↑A × ↑F habit prospect (daily board + appointment)
  • ↑R × ↑A when co-play holds focus
  • ↑R × ↑Rs friend-led comeback

Oranges (design-shaped)

  • ↑R × ↓I friend farmer (social without puzzle depth)
  • ↑F × ↓R solo regular (habit without invite engine)
  • ↑R × ↓Rs social pull that does not recover after friction

Weaknesses / challenges

  • Green→red: referral loops that feel spammy or unpaid social debt
  • Solo-puzzle economy that starves the invite / helper loop

Roadmap directions (illustrative)

Invite fairness, co-play cadence, helper economy, friend-safe streaks, calm D0–D3 into a social home — form is title judgment.

Sensomotoric · shooter

Aim · moment · skill body

Value is gathered in feel: tracking, recoil, map timing, clutch. Value is given when the body-loop is fair and the session is intense — often high Intensity and Attention; Frequency and Tenure depend on competitive calendar and social.

Strengths (radar peaks)

  • ↑A × ↑I session sinker (in-round focus)
  • ↑I × ↑F deep regular (queue culture)
  • ↑I × ↑Rs when loss recovery is fair
  • ↑R × ↑F when squads / parties stick

Oranges (design-shaped)

  • ↑I × ↓T intense newcomer who never tenures
  • ↑R × ↓I friend farmer (social without aim depth)
  • ↑M × ↓Rs pay-to-cope without recovery trust

Weaknesses / challenges

  • Green→red: intensity without fairness → rage quit and Rs collapse
  • Skill gap / toxic social pulling green clusters down

Roadmap directions (illustrative)

Feel, netcode, matchmaking, skill-honest loadouts, comeback after loss, party retention — form is title judgment.

The point. Strategy and social puzzle are both cognitive, but only one treats Referral as a strength pillar by design. Shooter is sensomotoric. All three can be “high value” to the business. Their AFITMRR™ radars will not match — and a solo-puzzle radar (high A·F·M, flat R) is a different product than a social-puzzle radar (high A·F·R). Players gather value where the design puts the fun; they give value where that fun is sustainable.

Protect or move the pairs that are large enough, movable, and honest for the genre you shipped — green to protect, orange to act on, green→red to face. Which pairs those are on your title is judgment, not copy-paste.

Other genre sketches (brief)

Genre sketchOften heavy lensesCombination read
Solo puzzle / casual live A, F, M ↑A×↑F habit; ↑F×↑M habit payer — R optional unless you redesign for social
Social / party / guild (non-puzzle) R, F, Rs ↑R×↑F social cadence; watch ↑R×↓I friend farmer
Idle / incremental T, F, M ↑T×↑F loyal cadence; intensity may be intentionally light
Narrative / adventure A, I, T ↑A×↑I session sinker; frequency may be chapter-shaped

AFITMRR™ · combination series

Teaching language for pairs and roadmaps — not a free ops kit. Read snippets in order, or jump from the hub.

Combination series

  1. Combination hub · how to read pairs
  2. Colours · protect · opportunity · learn
  3. Genre makeups · radars
  4. Multi-membership · paths
  5. Contribution weight · volume vs value weightage

Also in the library

  1. Primer · seven lenses
  2. Early-population journey hub

All notes · combinations cluster

Use the language — or map pairs on your title

Free scorecard for the seven lenses. Inventory of combinations, contribution, and a live roadmap on your events is partnership work when you want that depth.

Authorship. This page is original writing of Yardstick Games Private Limited (Paul Dutta, Founder). AFITMRR™ is a trade mark and framework of Yardstick Games Private Limited, originated by Paul Dutta. © Yardstick Games Private Limited. All rights reserved.