Chapter 2.1 Understanding FunWhat is Fun?Evolutionary RootsEducation == EntertainmentHunting and GatheringNatural Funativity TheoryPhysical FunSocial FunMental FunMultipurpose FunDefinition of a Great GameA Series of … Choices in Pursuit of a … GoalInteresting and Meaningful ChoicesClear and Compelling GoalA Series of ChoicesSlide 16Slide 17Slide 18Classic Game StructureConvexity QualitiesFractal StructureA Series of ConvexitiesSlide 23Why Is This Structure So Good?Psychological Advantages of Classic StructureThe Concept of FlowThe Flow ChannelSlide 28Slide 29Difficulty Increase VariesTypical Game MechanismsStory and CharacterInteractive StorytellingIt’s All About InteractivityCharactersGameplay Trumps StoryChapter 2.1Understanding Fun2What is Fun?Dictionary: Enjoyment, a source of amusement – but that doesn’t helpImportant to consider underlying reasons“Funativity” – thinking about fun in terms of measurable cause and effect3Evolutionary RootsWe must look to our distant pastYoung mammals play to learn basic survival skillsGames are organized playHuman entertainment is also at its heart about learning how to surviveMating and social rules also critical to us4Education == EntertainmentLife is all either work, rest, or funFun is about practicing or learning new survival skills in a relatively safe settingPeople who didn’t enjoy that practice were less likely to survive to become our ancestors5Hunting and GatheringFor most of our species’ history we were tribal hunter/gatherersCurrent popular games reflect thisShooters, wargames = huntingPowerups, resources = gatheringSims, MMO = social, tribal interaction6Natural Funativity TheoryBasic concept is that all fun derives from practicing survival and social skillsKey skills relate to early human context, but often in modern guiseThree overlapping categoriesPhysical, Social, and Mental7Physical FunSports generally enhance our strength, stamina, coordination skillsExploration is funBoth of local area and knowledge of exotic placesHand/eye coordination and tool use are often parts of fun activities – craftsPhysical aspect to gathering “stuff”8Social FunStorytelling is a social activityA way to learn important survival and social lessons from othersGossip, sharing info w/friends popularFlirting, showing off, finding mates is a key interest in social funLanguage has become paramount9Mental FunOur large brains make humans uniquePure abstract reasoning practice is funPattern matching and generationMusic, Art, and Puzzles all pattern basedGathering also has mental aspect, categorizing and identifying patterns10Multipurpose FunMany fun activities have physical, social and mental aspects in combinationGames that mix these aspects tend to be very popularIncorporate ways to practice these skills to increase the popularity of games11Definition of a Great GameA great game is a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal12A Series of … Choices in Pursuit of a … GoalMust have choice, or it is not interactiveMust be a series of choices or it is too simple to be a gameMust have a goal or it is a software toyWith Sim City and The Sims players may bring their own goals13Interesting and Meaningful ChoicesChoices may be dull and uninteresting because it was easy to code that wayOr it may be the reflection of a lazy designerMeaningful choices are perceived by the player as having significant consequencesMay not have actual consequences…14Clear and Compelling GoalClear goalsBecause it is not fun to flounder aimlesslyAvoid the “protagonist with amnesia” clichéCompelling goals are goals that follow the concepts in Natural FunativitySurvival is always a compelling goal15A Series of ChoicesNo choice16A Series of ChoicesMeaningless choicesObviously fold back into same pathPlayers discover this quickly17A Series of ChoicesInfinite choicesQuickly become unmanageable18A Series of ChoicesChoose wiselyKill off player with any wrong choiceBetter but frustrating (Dragon’s Lair)19Classic Game StructureA convexityStarts with a single choice, widens to many choices, returns to a single choice20Convexity QualitiesGo from one to many to oneCan be a level, an act, an episodeCan be any kind of choiceGeography, weapons, tools, skills, technologies, questsExamplesExploring an islandTechnology build tree21Fractal StructureLarge scale structure repeated on medium, smaller scales, like a coastlineIn the case of convexities, each circle is not a single choice, but a convexityAge of Empires exampleTake a defensive stance, create squad to defend left flank, collect resources to build a legionnaire, etc.22A Series of ConvexitiesMany games are chains of convexitiesPoints of limited choice (A) alternate with points of many choices (B) AA A A ABBB B23A Series of ConvexitiesMany overlapping convexities in great gamesExamples include Halo, Zelda games, Civilization, Diablo II, many othersPlayer can be starting one task or area, in the middle of another, and at the end of a third, all simultaneously24Why Is This Structure So Good?Give the player choice but not an infinitely expanding set of choicesMix of some “any order” choices (B) and some in fixed order (A), blending freedom with linear storytellingCan be structured so players see most of the game, minimizing wasteCan have difficulty go up in new levels25Psychological Advantagesof Classic StructureAlternating intense learning (A) with time to practice (B) is the best way to master new skillsGradual learning and introduction of new skills at the heart of fun game play“Easy to learn, difficult to master”“Simple, Hot, and Deep”26The Concept of FlowU of C professor Mihaly CsikszentmihalyiOne of his books is “Flow: The Psychology of Optimal Experience”Flow is a state of exhilaration, deep sense of enjoymentUsually when a person’s body or mind is stretched to its limits to accomplish something difficult and worthwhile27The Flow ChannelStart with relatively low level of challenge to match starting skill levelsGradually increase challengeFast enough to prevent boredomNot so fast as to induce frustration28The Flow ChannelT o o E a s y ( B o r i n
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