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Humans play a wide variety of games, from basketball and chess to video games and poker. Why are we so enthralled with these games, even when they don’t seem to have an impact on our lives outside the game? Perhaps it’s because they actually do.

In A Theory of Fun for Game Design, veteran game designer Raph Koster suggests that games scratch an evolutionary itch in our brain: We get pleasure from learning new mental models in a low-stakes environment where it’s safe to play with ideas, roles, and possibilities. Koster discusses why games are fun, what games teach their players, and how to make a meaningful game.

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Somewhere in adulthood, society starts to stigmatize games as frivolous. Nevertheless, we continue learning from abstract models of reality—we practice speeches in front of mirrors, or we run fire drills to prepare for a real fire. We simply stop calling these abstract practice sessions “games.”

What Do Games Teach?

So games are fun because they teach patterns. But what are these patterns? Koster offers several you’ll probably recognize:

  • Calculation of odds and prediction of events, as in any game involving chance or probability, such as rolling dice or drawing random cards
  • Social power and status, such as when children playing “house” jockey for social status
  • Spatial relationships, as with games like football in which you have to understand how the environment reacts to change
  • Memory, especially in games that require you to recall and manage complex chains of information, as when counting cards in blackjack
  • Visceral responses, such as the reflexes you learn in video games to aim, shoot, and move in response to what’s on screen
  • Teamwork, most easily seen in team sports events, but which you also learn in many multiplayer online games

These patterns have been universally helpful in our evolutionary history. Consider how useful teamwork, memory, and social status were when humans were cavemen. But many skills we learn today are no longer immediately relevant to our survival, such as archery or long-distance running. Koster argues that we can design contemporary games to teach skills we need for modern life, some of which might be counterintuitive and possibly against our nature. For example:

  • Empathizing with people not in your in-group
  • Questioning obedience to leaders
  • Resolving problems without the use of force
  • Understanding complex relationships
  • Finding alternative ways to reach a goal

Games for some of these examples do exist, but they’re niche. Why are they less popular than the ones that teach obsolete skills? Perhaps because games that don’t challenge us to reevaluate our basic assumptions allow us to let those assumptions stay unconscious. (To do otherwise can be uncomfortable for many people.) However, those assumptions are largely based on the lives we led as cavemen, and Koster argues that games provide an avenue for rewiring the brain for the needs of the modern world.

The Basics of Game Design

To create the kind of games Koster describes, it’s necessary to understand what makes games work in general. Koster explains that games are composed of building blocks (called “ludemes”) that work together to create the game experience. Examples of these building blocks include:

  • The core mechanic: The intrinsically interesting puzzle to solve or rule set to follow, such as moving pieces in chess or buying property in Monopoly
  • Preparation: A way for the player to make choices in the game that affects their odds of success
  • Sense of space: The landscape of relationships between objects or players
  • A range of challenges: This describes the game’s content rather than its abstract rules—such as levels that progressively get more difficult
  • A range of abilities: Skills the player unlocks or learns over time, so that as they progress, they have more to choose from
  • Variable feedback: An element of unpredictability, as well as greater rewards for better players
  • A cost to failure: This would include features like opportunity costs, a forced redo of a level, or having to start the game over again

Another aspect of design Koster highlights is that games can be used to model human behavior in terms of competitive, collaborative, or solo activities, as well as on a spectrum ranging from “creative” to “deconstructive.” In this way, a game can act as a metaphor for broader human interactions, like so:

Collaborative Competitive Solo
Constructive Community Career Hobby
Experiential Performance Sport Audience
Deconstructive Teaching Criticism Analysis

For example, playing a hand of Solitaire might be considered a “Solo Constructive” game, whereas a group of Dungeons & Dragons players creating an epic saga are arguably playing a “Collaborative Experiential” game. Some categories are easier to create games around than others, but all offer ways to link gaming to the human experience. According to Koster, the perfect game would provide never-ending challenges, require a wide range of skills, and have a difficulty curve that adjusts to your skill level. In other words, a simulation of life.

Different Games Are Fun for Different People

Koster points out that people will gravitate toward puzzles they can solve given their different natural strengths. This is why some people prefer sports over Scrabble. People with strengths in particular cognitive abilities, such as spatial intelligence or an ear for music, tend to enjoy games that cater to that strength. People may also play games that match their personalities—for example, social people tend to play games that let them interact with others, as opposed to games you might play on your own. Research has shown differences in game preference by gender, but only in terms of population averages, not individuals.

Given all this variation between people’s preferences, Koster says it’s impossible for any single game to appeal to everyone. The difficulty ramp will be wrong for many people, and what the game teaches may not match everyone’s preferences.

Are Games Art?

If games can be meticulously designed to appeal to a target audience, like movies, music, and popular books, does this mean that game design is an art form in itself? This question is often pondered by gamers and critics, hoping to “legitimize” gaming as more than merely disposable entertainment or a waste of anyone’s time. In doing so, many people have tried to justify games as art based on their degree of interactivity, how fun they are, or the complexity of their rules.

Koster rejects these arguments as being beside the point. Instead, he makes the case that simple entertainment provides comforting, simplistic information, whereas art provides challenging information that you have to think about to absorb. For Koster, games fulfill this criterion. They may do so in different ways than novels, plays, or symphonies, but as we’ve already discussed, games can hold a mirror up to life while making players look at the world in new ways—the very definition of art, arrived at by what might be the most fun way to get there.

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PDF Summary What Are Games?

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Games and Reality

Games are obviously not reality—a game of Monopoly won’t cause you to lose your mortgage—but they do mirror reality. They are iconic depictions of patterns in the real world.

Games define formal systems that are cleaner than reality; they exclude noise, and thus the patterns of the game are readily absorbed.

However, games do teach aspects of understanding that carry over into reality, like how to understand yourself, how to understand the actions of others, and how to imagine.

Games and Rigidity

Games that rigidly define rules and situations are more susceptible to mathematical analysis. The more rigidly constructed your game is, the more limited it will be. This is why a relatively simple game like Tic Tac Toe is more limited and less replayable than a complicated game like chess.

For games to be long-lasting and keep the attention of the player, they need to integrate less rigidity and more complexity. These may be math problems we don’t know the solution to, or more complex and unpredictable variables like human psychology or physics.

PDF Summary What Is Fun?

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  • There is depth to the game, but this is below their level of interest.
  • There seem to be no patterns whatsoever. A game that is too chaotic is unenjoyable.
  • The game reveals its patterns too quickly or too slowly.
  • The player masters the game entirely. There is nothing new to learn.
  • The player cheats and finds a more direct path to the goal. This bypasses the patterns that the game asked the player to master.

It’s ok for games to become boring. Every game is destined to become boring.

  • Humans are efficient problem solvers, and they want to reach the goal as expediently as possible, by making things predictable. Sometimes this involves cheating.

Once a game gets boring and doesn’t teach anything new, it needs to encourage you to move on. Games should not exist to fulfill power fantasies.

  • Power fantasies provide comfort—you can exercise mastery with little risk, and get a break from a challenging life in reality.
  • The risk here is that people get false positive feedback in a static world without improving or learning anything new. Given how rapidly the world is changing, this complacency is maladaptive.

Therefore, **as a game designer,...

PDF Summary What Games Actually Teach

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Likewise, there are plenty of skills that would be useful in the modern day that we haven’t naturally evolved. Games can teach these skills.

For example, the game Simcity teaches large-scale network building and resource management, in ways that cavemen wouldn’t have needed to be concerned with.

The author suggests these counterintuitive behaviors that would be useful in the modern day:

  • Avoiding xenophobia—empathizing with people not in our in-group
  • Questioning obedience to leaders
  • Resolving problems without the use of force
  • Understanding complex relationships, such as how peace treaties affect oil prices

Games for some of the examples above do exist, but they’re niche. Why are they less popular than the ones that teach obsolete skills? The author suggests that simpler games that don’t challenge us and require thought are more pleasant—they allow us to stay in the pleasant subconscious.

Lateral Thinking

Games may also teach lateral thinking, or finding alternative ways to reach the goal. This is sometimes known as cheating.

Circumventing rules has been useful in warfare, such as guerrilla ambushes during the Revolutionary War.

**In games, we...

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PDF Summary On Game Mechanics

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The holy grail is a game that provides never-ending challenges, requires a wide range of skills to succeed, and has a difficulty curve that perfectly adjusts to your skill level over time. This sounds a lot like life.

This is why many great games with enduring popularity are competitive head-to-head games. Having other opponents provides an infinite number of challenges.

Gameplay Paradigms

Games also feature gameplay paradigms, such as:

  • Get to the other side
    • Examples: Frogger, Donkey Kong
  • Visit every location and find secrets
    • This trains being thorough, having patience, and confronting the desire to proceed to the final goal
    • Examples: Pac-Man, Q-Bert
  • Time limits
    • This trains the rote mastery of movements so it becomes subconscious.
    • Strategy games rarely have time limits because they’re not about automatic responses.
  • Powerups
  • Gamification is often layered on top of systems that lack the interpretability of a good game. A good reward structure does not make a good game.

Despite the vast number of game titles, new games typically improve only incrementally in the play space.

The author argues that...

PDF Summary Different Games are Fun for Different People

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Games have historically been associated with males. This might be because it suited their brains, and games were designed by people with the same bias.

Female players tend to gravitate to games with more emphasis on relationships, narrative, and empathy. They tend to avoid games with complex abstract systems and spatial reasoning.

  • Most popular among women are puzzle and parlor games.

As males age, they show hormonal shifts that bring them closer to women. Thus, you’d expect their play styles to shift over to be similar to women.

  • As partial evidence, men convicted of violent crime show higher testosterone levels than nonviolent criminals. Likewise, men with lower testosterone might prefer games with less typically-male traits.

Research shows that girls who play “boys’ games” like sports tend to break out of traditional gender roles.

  • In contrast, co-ed settings where boys and girls are together tend to further polarize the genders. Each gender is driven away from the areas they are supposed to be weaker in.

There Is No Universal Game

**Given all this variation between people’s preferences, it’s impossible for any single game to appeal to...

PDF Summary The Dressing on Games

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Differences Between Games and Stories

Games feature stories, but the author argues that games and stories are different:

  • Games tend to teach by direct experience. Stories teach vicariously through the experiences of others.
  • Games objectify, quantify, and classify—they are rigid. Stories blur, deepen, and are good at empathy—they feel softer and more nuanced.
  • Games are external—about people’s actions. Stories are internal—about people’s emotions and thoughts.
  • Games generate player narratives. Stories provide a narrative to the audience.

Other points about stories:

  • Some weaker games are more narrative than game. They’re the equivalent of asking the player to solve a crossword puzzle to turn the next page of the novel.
  • Often games have stories that reflect the core themes of the game. Since many games tend to be about power and control, the stories tend to be juvenile.
  • Often stories are merely used to give positive feedback to the player.

Games cannot convey the same breadth that literature can, but they provide greater richness, complexity, and interactivity.

Instead of trying to think about whether games can feature stories, invert the...

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