Before working on the P3 systems game project, I thought games like this would feel super rigid and technical—more about crunching numbers and less about creativity or storytelling. I figured it would be all about finding the “right” move and optimizing strategies, which didn’t sound particularly fun or relatable.
Creating “Fiximupim” completely changed my perspective. This project showed me how systems games could combine mechanics and narrative in a way that feels meaningful and fun. In our game, balancing six personality traits through activities and dialogue felt like crafting a unique story every time. The mechanics weren’t just there to “win”; they helped shape the experience, teaching players to think about relationships, emotional labor, and the weird dynamics of modern dating—all with a bit of humor and satire.
The most interesting part for me was watching other people play. Everyone approached the game differently. Some players got really focused on optimizing the traits to “fix” their partner, treating it like a puzzle to solve. Others leaned more into exploring the dialogue options, laughing at the responses and seeing where the story went. Seeing how people engaged with the mechanics in such varied ways made me realize how systems can create space for personal interpretation and play.
The game’s ecosystem exaggerated real-life situations, but it worked. Traits like “too sexy” or “too kind” were over-the-top on purpose, making players reflect on how they balance traits in their own lives while also poking fun at the ridiculousness of it all. The mechanics of managing traits, making decisions, and seeing those small changes stack up created a satisfying rhythm that kept people engaged.
This project taught me that systems games don’t have to feel dry or mechanical—they can be full of personality and humor. They can teach people something about themselves while still being fun to play. I now see these games as a powerful way to explore complex topics in a way that feels approachable and engaging. If I ever make another game like this, I’d want to push that balance even further—making it meaningful while keeping it funny and fun.

