Skip to main content

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.



Both Oxford and Merrian dictionaries define Fun as an enjoyment and 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. These 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 characterised 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 them a sense of reward and promotes further engagement in the activity.


Flow theory provides a good framework for analysing 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” discussed Koster (2005). Koster says that the different patterns that we take in helps our brains, especially when it comes to enjoying a video game because once you understand the many patterns that it offers, 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 become more imaginative and to engage with the creative side of their brain. They also provide assistance in developing new ideas and 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 as well as 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 minds to find out our opponent's 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 they have their own unique way of being played. Type 1 games involve strategy and thinking to complete, such as, Chess or Poker, whereas, type 2 games mainly involve quick reflexes and combo memorisation 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].

Comments

Popular posts from this blog

INTRODUCTION TO SOMEONE WHO'S JUST VIBING

HEY!! Look who made it to her second year of college!! Me, Nadine, I did!! Yeah, I'm even more surprised than you are.  Happy girl illustration by 94MLK_ on Twitter. Saved from Pinterest . Last year wasn't too bad, but that was up until the whole country went into quarantine and I began to fear for my college career. I was constantly on the verge of giving up on my assignments but I would like to thank my friends for not allowing that to happen. I'm so glad I get to start year two with them and hopefully we'll make it to the end together too!  Despite the stress, there are a few pieces of work from year one that I'm proud of. I liked the websites that I created for Web Development 1 and 2, the video I edited from Introduction to Digital Media mission 3 and the advertisement poster I made for Digital Photography. I hope to produce better work this year.  Personal screenshot from the index page of my web development 1 project. Personal screenshot from the index page ...

UNITY TUTORIAL 04

Various devices illustration from Freepik . This week I completed the final set of tutorials to create a simple animal feeding game. I learned how to make animals spawn on their own rather than having to click "S" to do so. This involved creating a custom function and moving the if-statement under "void Update" to this new function. I also learned how to make the animals spawn after a certain timeframe. I learned how to add box colliders to the animals and how to edit the size of these box colliders. Moreover, I was taught how to make the animals and pizza disappear when they came in contact with each other. I added an else-if-statement that triggers a "Game Over" message when an animal surpasses the player without being fed.  Following this, I completed a challenge in which I had to correct a game similar to the one in the previous tutorials. The final product should allow the player to spawn dogs to catch falling coloured balls. The dogs were initially a...

GAME BRAINSTORM

Game devices from Creative Market . For my first game idea, I was thinking of creating an infinite runner game like the well-known mobile game, Subway Surfers. This is a game that I'm very familiar with and used to spend a lot of time playing. What makes my idea different is that I want to have a more nature-based theme and have the player be extremely small, similar to the character Arrietty from the Ghibli Studios film, "The Secret World of Arrietty," who is a tiny girl who lives with her parents beneath the house of a regular sized family. She often ventures outside to gather supplies. Just like in Subway Surfers, the players main objective is to avoid getting caught. I was thinking of putting the player in a garden where they have accidentally disrupted a sleeping dog and waking it up which results in a chase across the garden. The player must continually run away from the dog while collecting seeds which add up as points. As the game progresses, so does the player...