To discover which parts of a game you actually enjoy, pay attention to the activities you want to repeat—not simply the moments when you win, receive a reward, or perform well.
A game may combine exploration, dialogue, combat, collecting, puzzles, building, planning, and other activities. Your overall impression can blur those pieces together. You might say, “I think I like this game,” without knowing whether you enjoy its main activity or only one smaller part.
Use the Notice–Name–Rate Loop after a meaningful section:
- Notice your strongest reaction.
- Name the activity responsible.
- Rate your desire to repeat it from zero to two.
- Retest strong positive or negative ratings.
- Classify the activity as appealing, neutral, or unwanted.
The loop reveals what you want to do again. That desire is more useful than asking whether you were successful or whether the game told you that you did well.
If you’re still deciding which game to try, our Beginner’s Guide to Choosing Video Games (Avoid Overwhelm & Pick the Right Games) walks you through the basics.
Enjoying the Reward Is Not the Same as Enjoying the Activity
Imagine trying a game in which you explore an island, gather materials, build tools, and complete tasks for different characters.
After finishing a task, the game plays cheerful music and gives you a new item. The reward feels satisfying, so you assume you enjoyed the task.
But what produced the strongest reaction?
Perhaps you liked searching the island for hidden materials. Maybe you enjoyed deciding which tool to build. You might have tolerated the task only because you wanted the reward. Or perhaps the character’s story interested you more than any of the actions required to advance it.
These differences matter because the game will ask you to repeat some activities far more often than others.
If you enjoy discovering materials but dislike building, a game centered on crafting may eventually become frustrating. If you enjoy the characters but feel neutral about exploration, a more story-focused game might suit you better. If you enjoy both, you have stronger evidence that the complete experience fits.
The Notice–Name–Rate Loop separates the activity from the result. It asks whether you want another opportunity to perform the action—not whether you liked being congratulated afterward.
Turn Reactions Into Useful Preferences
The primary framework is a five-part cycle:
- Notice
- Name
- Rate
- Retest
- Classify
Repeat the cycle only after meaningful sections. You do not need to monitor every second of play.
1. Notice the strongest reaction
Pause at a natural stopping point, such as after:
- Completing a puzzle
- Exploring a new area
- Finishing a race
- Making a story decision
- Building an object
- Managing a round or turn
- Completing a battle
- Organizing or improving a collection
Ask:
“Which moment produced my strongest reaction?”
The reaction might be excitement, curiosity, satisfaction, boredom, tension, irritation, or relief.
Do not judge the reaction yet. Simply identify the moment responsible.
For example, relief after a battle does not necessarily mean you enjoyed fighting. You may be happy only because the battle ended.
2. Name the activity
Describe what you were doing when the reaction appeared.
Use a specific activity such as:
- Exploring
- Solving
- Planning
- Building
- Collecting
- Competing
- Fighting
- Cooperating
- Following the story
- Making choices
- Managing resources
Avoid broad labels such as “playing the game” or “finishing the level.” Those descriptions do not reveal which part affected you.
You can make the activity more precise when necessary:
- Searching for hidden paths
- Solving visual puzzles
- Choosing dialogue responses
- Planning where to spend resources
- Competing against a timer
The clearer the activity, the easier it becomes to recognize it in this game and others.
3. Rate your desire to repeat it
Rate the activity based on one question:
“Do I want to do this activity again?”
Use the following scale:
- 0 — Avoid: I would avoid doing this again.
- 1 — Accept: I would repeat it if necessary.
- 2 — Seek: I actively want to do it again.
A rating of two does not mean the activity was easy. You might fail a difficult puzzle and still want another attempt.
A rating of zero does not mean you performed badly. You might win a race and still dislike the pressure of competing.
A rating of one identifies a supporting activity. You do not seek it out, but it does not prevent you from enjoying the rest of the game.
Rate the activity—not your performance, score, prize, or progress.
4. Retest strong reactions
A single moment can be distorted by novelty, confusion, an unusually good reward, or an unusually frustrating situation.
Retest activities rated zero or two during another representative section.
Keep the activity similar enough to compare:
- Explore a second area.
- Attempt another puzzle of the same basic type.
- Complete another race under normal conditions.
- Make another story decision.
- Build another useful object.
Avoid changing several conditions at once. If the first activity occurred during a tutorial and the second happens during independent play, recognize that the added freedom may affect the rating.
When possible, correct one obvious usability problem before retesting. Unreadable text, unsuitable camera sensitivity, or an inaccessible control can distort your reaction to the underlying activity.
5. Classify the activity
Two similar ratings provide a useful preference signal.
- Two ratings of 2: The activity is appealing. Seek more opportunities to perform it.
- Two ratings of 1: The activity is neutral or supportive. Accept it when it helps reach something you enjoy.
- Two ratings of 0: The activity is unwanted. Avoid games that make it central.
If the ratings differ, gather one more observation.
For example:
- First exploration rating: 2
- Second exploration rating: 0
- Third exploration rating: 2
The two ratings of two suggest that exploration is appealing, while something unusual may have affected the second section.
Look for patterns across activities. A reader might discover:
- Exploring: appealing
- Collecting: appealing
- Combat: neutral
- Timed competition: unwanted
That pattern is more useful than the statement “I like adventure games.” It identifies the actual ingredients that shape personal enjoyment.
Find the Activity You Want to Repeat
Use this sequence while trying the game:
- Reach a meaningful stopping point.
Wait until you have completed a recognizable activity. - Identify the strongest reaction.
Notice the moment that produced curiosity, satisfaction, boredom, tension, or another clear response. - Name the activity precisely.
Describe what you were doing instead of rating the whole game. - Separate the action from the outcome.
Ask whether you enjoyed the activity or merely enjoyed succeeding, earning a reward, or reaching the end. - Rate your desire to repeat it.
Use zero for avoid, one for accept, and two for seek. - Retest a zero or two.
Try the same kind of activity in another representative section. - Control obvious interference.
Correct one setting or usability problem if it prevents a fair comparison. - Classify the repeated signal.
Two ratings of two indicate appeal. Two ratings of one indicate neutrality. Two ratings of zero indicate avoidance. - Use the pattern to guide the trial.
Spend more time with appealing activities, tolerate neutral ones when useful, and reconsider games centered on unwanted activities.
You now know what to observe, when to verify your reaction, and how to identify what you genuinely enjoy.
Taste the Ingredients, Not Just the Dish
A game is a recipe, and its activities are the ingredients.
Choose one meaningful moment, name the activity, and rate whether you want to repeat it. Then test it a second time before treating the reaction as a preference.
You do not need to enjoy every activity in a game. The better question is whether its central activities match what you actively want to do again.
After identifying the parts of a game you enjoy, continue exploring your preferences through our Exploring Gaming category page.

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