Monday, November 16, 2020

Game Fun

Games can be described by the 3 components Mechanics, dynamics, and aesthetics (MDA) or otherwise stated as rules – system – “fun”. The three reading selections this week and the synopsis below all address the term “fun” in relation to game design.

There are eight types of Fun outlined by the MDA. These eight are both a source of reference and player experience that blend together in many ways, and essentially what makes a game fun and enjoyable.


To date, the MDA papers define the '8 kinds of fun' sensation, fantasy, narrative, challenge, fellowship, discovery, expression, and submission, remain a source of reference and possibly the most popular list of player interactions combining in various forms to attract each player to a particular game.

 

“Fun is a byproduct of good design. It is also not essential for a good gamified system,” by Andrzej Marchewski

There are a variety of definitions to describe the term “Fun”. Both Oxford and Merriam dictionaries define Fun as an enjoyment, delight. But within the context of a game it usually refers to a form of pleasurable entertainment.

 Nicole Lazzaro conducted a study in 2004 which resulted in the “4 Keys to Fun: the game mechanics that drive play”. These keys are based on the players emotions during gameplay which  involved in defining how fun a game can be for different players. The first key (Easy Fun) gives the player an opportunity to explore the game, It isn’t demanding in terms of challenge and it relaxes the player. The second key (Hard fun) comes with a challenge and it’s when the player gets put in difficult situations which results in achievement. The next key is (People fun) is a multiplayer experience resulting in competition and participation. The last key (Serious Fun) is when the player has the freedom to change the world around them and their character.


 

The Concept of Flow is characterized as a balance between skill-challenge and the individual's enjoyment. When in flow the player is focused on the activity they are participating in. This gives a sense of reward and promotes further engagement in the activity.

Flow theory provides a good framework for analyzing motivation in gaming activities, in particular enjoyment, engagement and positive affect.


Figure 3: Graph showing the flow zone, where the game is not too easy where the players abilities are very high (Boredom), but also not too hard that the player is unable to complete the challenge (anxiety).


Theory of fun in game design is book written by Raph Koster in which he talks about how fun in games can give room for a large space for learning within the players involved. “Fun is the feedback the brain gives us when we are absorbing patterns for learning purposes.” – Raph Koster. Here Koster talks about the human’s ability to memorize and recognize a large array of patterns which can then be implemented in games. When our brain learns from a situation in the game whether it’s solving a puzzle or completing a quest, our brain recognizes this and dopamine is released signifying our fun in games.

 

There is a common thread in which many overlook games on the basis of just fun and entertainment. However, different games can teach us different things. Games can also be sectioned into different types depending on what they teach. For instance, Koster mentions Type 1 Games which require thinking, analysis and strategy techniques e.g Chess or Civilization. Type 2 Games refer to “reflex based skills” in games like shooters that require “sharp reflexes” and in fighter games that require “combo memorization and the execution”. 

 

“The gap between those who want games to entertain and those who want games to be art, does not exist.”

Koster concludes that by understanding how fun works in games, it will also lead to understanding of how fun is achieved in the creation of a game. This, in turn allows us to reflect and learn from our experience of the game.

Games help people to become more imaginative, engaging with their creative side of the brain and creating new ideas/designs that can be implemented in games. Being more creative when developing your game will help you see what challenges the player may face and what ones will help further improve the progression and also add to the player's determination to complete the story.



References:

Velev, A., 2016. Gamification Design: What’S Fun Got To Do With It?. [online] Megamification. Available at:<http://www.megamification.com/727-2//> [Accessed 16 November 2020].

 

Kaye, L. and Bryce, J., 2012. Putting The “Fun Factor” Into Gaming: The Influence Of Social Contexts On Experiences Of Playing Video Games. Available at: <https://core.ac.uk/download/pdf/9632557.pdf/> [Accessed 16 November 2020].

 

The Game Overanalyser., 2020. A Theory of Fun for Game Design | Raph Koster and The Art of Designing Fun Games. Available at: <https://www.youtube.com/watch?v=6sZJYA06z7Y&feature=emb_logo&ab_channel=TheGameOveranalyser/> [Accessed 16 November 2020].

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