Game Devigner

What is “Fun”?

by Paolo on May.29, 2009, under Faith, Meanderings

A friend of mine asked me to define what “fun” is in a relation to a game.  In other words, “What makes a game fun?” After giving it much thought, and through observing my children run around and tear up the house, laughing the entire way, I have come up with a working theory of what is generically fun.  In a future post, I will delve more into the subtleties of what makes a game fun.

Passive Fun

WinAmp Visualizer

WinAmp Visualizer

Watching an infant, you can see how most of what they enjoy is simply passive stimuli.  When they see a friendly face, they react.  When they see colorful lights or a pleasing sound, they react.  A lot of what they derive of fun is merely passive stimuli.

As an adult, the positive feelings of simple sounds and bright colors don’t draw us in nearly as strongly as it would as an infant or young child.  So as we get older, simple sounds are arranged into notes, and chords, and eventually songs.  Bright colors become images, and then motion pictures.  And as we grow in complexity, the complexity of positive stimuli, of sounds, sights, smells, tastes and touches become more complex, and arranged in a variety of crescendos, climaxes, and plateaus.

Passive stimulus isn’t limited to just shapes and colors (though I do occassionally catch myself staring at the song visualizes when using my computer music player), but a passive stimulus could be a TV show wherein the story itself is something people enjoy.

There is a delicate balance of overstimulating and understimulating.  Too much color, too much sound can actually create a negative reaction much like too little color, sound and sensory information.  A delicate balance must be struck for having too little, too much and just the right kind of stimulus at the right time.  Whole schools are dedicated to discovering and teaching the right amount of stimulus to create visual presentations, movies, songs, and even stories to tell.

But all of this is merely passive fun.

Interactive Fun

A favorite toy of my boys

A favorite toy

As an infant gets older, he explores the world around him.  The world isn’t just something that stimulates senses, but is something they can interact with.  My one and a half year old loves to see blocks fall down when he swipes at them.  My four year old wants to throw a ball and see how high it goes depending on how hard and what angle he throws things.  All of these are fun in exploring the interactions of a particular world and getting reactions.

Some reactions are negative, such as touching something hot.  But some reactions are positive like throwing a ball and watching it bounce.  And then there is learning how to create sequences of interactions such as crashing toy cars together, or lining up dominos.  Fun is a series of interactions with positive feedback.

Reading books is a kind of interactive stimulus because it engages the imagination to create images out of words.  So it is more than the passive audio/visual stimulus of movies.  Books and words engage on the plane of an interactive medium because it is an interaction on the imaginary plane.

Game Fun

"Crush the Castle" - a Game of Knocking Over Blocks

"Crush the Castle" - a Game of Knocking Over Blocks

After a couple years, a child learns how to string along a series of interactions to accomplish certain results.  But once those interactions are placed into a goal-oriented situation and place limitations on how to accomplish those goals, suddenly you have a “game.”  Instead of merely seeing the ball bounce, you try to catch the ball with your hands and then throw it back.  Instead of just throwing blocks around, try to stack as many as you can and as high as you can before your younger brother tears them down.

Within rules and goals, the physical properties of gravity, elasticity, collisions, momentum start to become meaningful.  And another level of fun opens up – that of accomplishing goals.

Here, there is a delicate balance of goals that are not challenging enough or goals that are too challenging.  A right balance of challenge and skill growth are important to keep a game “fun.”  Also a certain amount of positive feedback keeps the game interesting.  If there is little positive stimulus as a result of accomplishing a goal, or during the process of achieving that goal, then accomplishing the goal can be very boring and can quickly lose interest.  One can extrapolate this to apply towards exciting jobs and boring jobs as well.

Beyond Fun

From here, you can extrapolate social aspects of different kinds of fun.  Social passive fun, is like watching the theatre or listening to a live band play.  A social interactive fun can be talking, conversing, or even dancing.  A social game fun can be competitive or cooperative goal-oriented play like cards, or sports.

Explore the Island of "Myst" OR Blow all the baddies away in "FAR CRY"

Explore the Island of "Myst" OR Blow all the baddies away in "FAR CRY"

There is also a certain tension between non-goal-oriented fun (passive or interactive) and goal-oriented fun (games).  The non-goal-oriented fun tends to be more immersive and exploratory.  It involves absorbing the world and living in it.  Goal-oriented fun in games tends to be an abstraction of the world – a goal and a rules set.  Thus, there is a kind of tension between exploration and discovery versus stimulating gameplay.  No one really takes in the beautiful scenery while being shot at.

Prince of Persia - A moment to take your breath away

Prince of Persia - A moment to take a breath and see

Some games do a very good job of balancing the level of immersion into the world and compelling gameplay.  Prince of Persia does a remarkable job of letting you have moments to breathe and see the world and vast expanses, beauty and heights of the world you are traversing – Ancient Persia.

Another dynamic to consider in the spectrum is that a good deal of “art” games focus more on the immersion and exploration, while there are games that are purely about gameplay and goals.  Unlike movies and cinema, “art” games are interactive, and therefore cannot be easily directed and paced because it relies on the user’s interactions rather than the forced momentum of a movie or narrative story.  However, since an “art” game is more focused on exploration and immersion, it can be more impactful and poetic than something that forces a “goal”.

Lastly, to address a question posed by Brian of JoyfulGames on using “art” games as a means for preaching the Gospel, consider the following:

When it comes to a relationship, everyone loves spending time immersed with one another’s presence, even if it means passively sitting down together and watching a movie.  But no one wants to be made into a “game.”  A game trivializes because it abstracts things into goals and rules – when the goal of a meaningful relationship is simply to “just be with one another.”  Who wants to get into a relationship with an agenda?

:
4 comments for this entry:
  1. Joshua

    Really interesting article, Paolo. I like your analysis.

  2. axcho

    “When it comes to a relationship, everyone loves spending time immersed with one another’s presence, even if it means passively sitting down together and watching a movie. But no one wants to be made into a “game.” A game trivializes because it abstracts things into goals and rules – when the goal of a meaningful relationship is simply to “just be with one another.” Who wants to get into a relationship with an agenda?”

    This is an interesting point, and it helps explain why existing games fail to capture the dynamics of friendship. But I still want to try making a game to capture that experience, of companionship! You don’t necessarily have to give it explicit goals…

    I wonder what sort of goals and reward structure you can give without taking away from that companionship experience. It may be seen as passive, in contrast with something highly abstract and goal-oriented, such as Tetris. But the sense of companionship gets its meaning from the interaction – without that, the whole thing becomes fiction.

    Interesting post.

  3. Paolo

    A lot of Japanese dating sims are just a simple game of saying the right things at the right time and giving the right presents to get what you want. It’s all about “scoring points” and saying the right things in the right conversation tree. In a sense, this really is how a lot of people treat dating and romantic relationships.

    But in serious relationships, it’s not just about “you and me”, it’s about “you and my friends”, “you and my family”, “you and the family we are going to build” and “you and my career”, etc. Talking to some of my friends in college who are in budding relationships they gush all about how romantic, sweet and nice their partner is. But when asked, “Do you think they would make a good mother/father to your children?” It’s like they are shocked and put into a different world. Suddenly, they are put in a different mindset in how to judge a good companion.

    A real relationship would be based more on just the simple interactions between the interested parties. It would be more holistic. It’s not just about how you talk to and treat your prospect, but other people. What matters is who you are as a whole person – who you are to everyone around you – not just the facade you put up to win the other person.

    In terms of gameplay, there could be multiple solutions to certain obstacles or varying interactions to key characters in the game. Your choice of solution or interaction can determine how the other people, including a possible companion, view you. If you respond angrily or violently to solve a certain solution, that could change how you are viewed by other people in the game – resulting in a different relationship with some. It could be a viable solution to the “sandbox” game morality problem as well – it could make the players behave to get the best relationships.

    By the way, you have a great blog and I love your demos!

Leave a Reply

Security Code:

Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!

Blogroll