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What makes games fun?

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What makes games fun? Creating Enhanced Play Jani Cortesini Extra Life: A Gaming Event for Brands 26 th Oct, 2011
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What makes games fun?Creating Enhanced Play

Jani CortesiniExtra Life: A Gaming Event for Brands26th Oct, 2011

Game doesn’t automatically =Fun

Play = Fun

A well designed game feels like enhanced play

So, what does play feel like?

And how do we design a game that enhances play?

Anticipation

Surprise

Pleasure

Understanding

Strength

Poise

play

Anticipation

Surprise

Pleasure

Understanding

Strength

Poise

The perfect balance between these two emotions is called ‘flow’

Mihaly Csikszentmihalyi – Flow: The Psychology of Optimal Experience

Flow is enhanced play

A well designed game is all about keeping a player in ‘flow’

Skill

Ch

alle

nge

Skill

Ch

alle

nge

Skill

Ch

alle

nge

How do we keep players in ‘flow’?

How do we keep players in ‘flow’?

Interesting goals to masterClear feedback

A meaning for it all

How do we keep players in ‘flow’?

Interesting goals to masterClear feedback

A meaning for it all

A set of goals to achieve within a given set of rules

A set of interesting goals to achieve within a given set of

interesting rules

But not just goals, it’s goals that get progressively

harder to master

It’s easy to tell what games my husband enjoys the most. If he screams, ‘I hate it, I hate it, I hate it,’ then I know two things:

(a) he’s going to finish it, and then (b) he’s gonna buy version 2

Nicole Lazzaro – The Future of UX is Play

The mix of success and failure on the path to game mastery is the

ultimate emotional high

Fun is another word for learning

Raph Koster – A Theory of Fun for Game Design

Skill

Ch

alle

nge

Interesting goals to masterClear feedback

A meaning for it all

Interesting goals to masterClear feedback

A meaning for it all

Meaning helps create ‘sensual’ immersion

Meaning is a gateway into ‘flow’

Imagine Chess as Macbeth

Clint Hocking – Immersive Fidelity in Games

In conclusion...

Skill

Ch

alle

nge

Interesting goals to master+

Clear feedback+

A meaning for it all

Interesting goals to master+

Clear feedback+

A meaning for it all

=

Thanks!

[email protected]

ingiro.tumblr.com

Useful links and sources

Flow in Games - http://www.jenovachen.com/flowingames/introduction.htm

Flow: The Psychology of Optimal Experience - http://www.amazon.com/exec/obidos/tg/detail/-/0060920432?_encoding=UTF8&m=ATVPDKIKX0DER&v=glance

The Future of UX is Play - http://www.slideshare.net/NicoleLazzaro/ux-week-the-future-of-ux-is-play

I-Fi Immersive Fidelity in Games - http://clicknothing.typepad.com/ and here

Designing for Engagement and Sustained Satisfaction – www.immersyve.com

Meaningful Play. Getting Gamification Right - http://www.slideshare.net/dings/meaningful-play-getting-gamification-right

Loving your player with Juicy Feedback - http://www.cs.northwestern.edu/~hunicke/

A Theory of Fun for Game Design - http://www.raphkoster.com/

Peering into the Black Box of Player Behaviour: The Player Experience Panel at Microsoft Game Studios -http://www.gdcvault.com/play/1012646/Peering-into-the-Black-Box

Ludology meets Narratology - http://www.ludology.org/articles/ludology.htm

Play - http://www.stuartbrownmd.com/

All round essential reads – www.gamasutra.com / www.insidesocialgames.com / www.gamepro.com


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