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 engaging and enjoyable.
Figure 1: Eight kinds of Fun
Both Oxford and Merrian dictionaries define Fun as an enjoyment, delight
but within the context of a game it refers to a form of pleasurable
entertainment. 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.
Nicole Lazzaro presents four types of fun that are involved in defining how fun
a game can be for different players.
- Easy Fun: This is essentially for players who are new to
a game who want to satiate their curiosity.
- Hard Fun: It
is essentially for people who love a good challenge.
- People Fun: Amusement from competition and cooperation. Meaning Co-op.
- Serious Fun: Excitement from changing the player and their world.
Flow also has an influence on the feeling of “fun”. 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.
Fun has everything to
do with learning. “Fun is just the dopamine in our brains firing when we are
presented with a new situation to learn from” Koster (2005) discussed about
this saying that the different patterns that we take in helps our brain
especially when it comes to enjoying a video game cause once you understand the
many patterns that it offers you your brain has nothing to feed off making it
unenjoyable to play anymore. Fun provides the brain with feedback of the game
allowing it to observe and learn different patterns/sequences within.
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.
Balance is an even
proportion or distribution of elements to keep them at a steady rate. When
playing chess, we learn about strategy, tic tac toe teaches us about reading
people’s mind about their next move and when we play games like civilisation or
sim it teaches us resource management. When playing games we should be provided
with a balance of fun and challenges. These are called either type 1 or type 2
games and these have their own unique way of being played. The type 1 games
involve strategy and thinking to complete these games such as in Chess or Poker
whereas type 2 games mainly involve quick reflexes and combo memorization in
games such as “Mortal Kombat and Call of Duty”
The GameFlow model shows that the inherent structure of games is
associated with the experience of flow and enjoyment during gaming, at least
for strategy games.) As stated by Kaye and Byrce (2012) “a large body of research has investigated the
negative effects of playing video games” yet “there has been less examination
of the psychological experiences associated with the activity”
We come across different types of fun in games that fulfil our
amusement. Fun in games is provided in many different ways for example through
socialising with friends or exploring the game world. People experience
different emotions when driven by gameplay. Gameplay creates opportunities for
“Flow”, “balance” and “learning”.
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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