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 really have an impact on our lives outside the game?
Theory of Fun for Game Design, by veteran game designer Raph Koster (lead designer of Ultima Online), discusses why games are fun, what games teach their players, and ultimately how to make a meaningful game.
Most people play games to have fun. But what exactly is fun?
On a neurobiological level, fun is a boost of [restricted term] when we learn something or master a task. We are evolutionarily programmed to enjoy learning, just like we enjoy sex, because learning improved our chances of survival.
So why are games fun? Fun from games comes from learning, comprehension, and mastery.
Learning in games is different from learning in reality. Games present an environment where you can learn and have no pressure from consequence.
Games get boring when the player has learned the pattern, and there is nothing new to learn. They also get boring when they’re too trivial (you’ve mastered the pattern) or when they’re too difficult (you might not even identify the pattern).
So games are fun because they teach patterns. But what are these patterns? The author offers these:
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Games involve thinking, and so a good place to start understanding games is to understand how we think.
When we think about things, it seems as though we’re generating novel thoughts all the time. In reality, cognition mostly uses your memory—your brain pattern-matches what you see with past experiences. It recognizes a situation as “just another one of those.” The purpose of this pattern-matching is to conserve energy. Your brain is evolutionarily programmed to enjoy learning patterns.
The author argues that the value of art is to shake up your brain’s pattern-matching. Art forces you to see things in a new way, rather than what you remember them to be. A poem about a tree forces you to reconsider the ruggedness of bark and whimsey of the leaf.
Noise is any pattern we don’t initially understand. You can, however, learn to find the pattern underneath the chaos. For example, bebop jazz sounds like noise, until you understand the underlying patterns in tempo and musical...
Most people play games to have fun. But what exactly is fun?
On a neurobiological level, fun is a boost of [restricted term] when we learn something or master a task. We are evolutionarily programmed to enjoy learning, just like we enjoy sex, because learning improved our chances of survival.
So why are games fun? Fun from games comes from learning, comprehension, and mastery.
Learning in games is different from learning in reality. Games present an environment where you can learn and have no pressure from consequence. As a result, games can be unpredictable without causing the player anxiety.
Humans are natural learners. Babies instinctively play games like hide-the-object. They are learning patterns, such as how the physics of the world work (hence why they knock over cups gleefully).
But somewhere in adulthood, society starts to stigmatize games as frivolous. This is a...
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So games are fun because they teach patterns. But what are these patterns? The author offers these:
These are universally helpful patterns to learn and have been helpful in evolutionary history. Consider how useful teamwork, memory, and...
Think about what a game you’re developing, or your favorite game, teaches.
What is the core lesson that your game teaches? What skill are you better at that can apply to real life?
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Games are composed of building blocks, or “ludemes.” Examples of ludemes include:
People with different natural strengths will gravitate toward puzzles they can solve.
This is why some people prefer sports over Scrabble.
One model of how people vary in their capabilities is the different types of intelligences. These include:
People with strengths in a particular intelligence tend to enjoy games that cater to that intelligence.
People may play games that match their personalities. For example, social people play games that interact with others, such as Farmville. People who enjoy aggregating resources and building up abilities may enjoy role-playing games.
Research shows that genders differ in their preferences and strengths, and this suggests they may also enjoy different games.
Note that the differences between genders are shown in population averages. Variations between individuals are greater than the variations between population—even if men show a stronger trait than women on average, there are plenty of women who show...
This is the best summary of How to Win Friends and Influence PeopleI've ever read. The way you explained the ideas and connected them to other books was amazing.
We’ve talked so far about games in abstraction—what they teach, a game’s building blocks, and why they’re enjoyable.
Many games, however, are more than just abstract rules—there is more “window dressing” on them. Games may feature characters, a story, and images.
Games use these fictional metaphors to add variations to an underlying game. However, the metaphor is often ignored by players to focus on the underlying pattern.
The best test of a game’s fun is playing with no graphics, music, sound, or story. If this is fun, then all the dressing will amplify the fun. If it’s not fun, then no amount of dressing will make it fun.
This is why gamers disagree with criticism of games as teaching bad values or having gratuitous violence. In the game Grand Theft Auto, gamers don’t see the action as “run over a prostitute,” they see “get a powerup.”
But the author argues that the...