Reading about game fun

In this weeks reading, we'll be learning about player fun and how to incorporate it into our project.
Game MUD
Achaea Worlds leading MUD
Link Here

In this first article, it describes the fun that the player experiences to be them learning about the game while in a fun flow state. Next it breaks down some of the fun factors into some categories like; Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, Submission. These can be attributed to what a player wants and feels when playing a certain game. Some of these are playing a game on a consistent basis with people you know or how we portray ourselves in said world through our character. This is interesting in the fact that while you think that all games should follow this, its in fact something different. We should focus on the fun that's most appealing to our game and how we want to present that to people who might be interested in playing it. Don't work for all round game, specialize on what it should be. The game should feel and sound good to go along with what sensation you want to express.

In a second article here, It begins with asking what makes a game idea fun, and how human preference to what type of experience we want to come away with. This is a good question as most of the time you question what can be added to make a game fun or what reason is there for this element to exist for. The article continues with how games are, to a certain degree, exploiting our most basic instincts striving all the way back to the hunter-gathering period. We, as humans, are highly dependent on social interaction and playing is an extension of this. So by this, seeing someone play a game that looks interesting could spark a need to socialize about said game leading to them playing and continuing with this cycle.

In this third section, we talk about MUD's or Multi User Dungeons; and seeks to explain what makes them fun as well as how these things overlap into other elements of play. These sections are: Achievement with game content, Exploration, Socializing and imposition upon others. The first 3 are self explanatory but imposition is about the tools provided by the game to help or cause distress upon the player, in some form of item. I feel that this is important to consider when choosing how to make the game interact with the player and act in a way that is complementary and burdening to the player.

Overall I feel that these reading are vastly different in their approach towards discussing and give a different manner of going about each them.

Comments

  1. Hi Shane, I like seeing that you understand these articles and how game fun works. You summarized these things better than me not gonna lie. Despite all that, I feel as though you left out the most important part which would be the fact that everyone is different and everyone has a different opinion. People find some things fun than others don't and vice versa. That makes game design hard and it's what makes a game fun hard. For example some people like mini games and side quests but others don't.

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