Comments on: Some Guidelines for Fun Games Also, made a few edits based on your input ;) Also, made a few edits based on your input ;)

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By: Gavan Woolery/2011/04/22/how-to-make-fun-games/#comment-3117 Gavan Woolery Fri, 22 Apr 2011 23:31:36 +0000 I think in an evolutionary sense, fun exists to motivate play, and play promotes mastery; i.e. wi play to learn. Novelty to the player then, is the biggest factor in determining how fun a game is. I think in an evolutionary sense, fun exists to motivate play, and play promotes mastery; i.e. wi play to learn.
Novelty to the player then, is the biggest factor in determining how fun a game is.

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By: Gavan Woolery/2011/04/22/how-to-make-fun-games/#comment-3115 Gavan Woolery Fri, 22 Apr 2011 23:26:00 +0000 You are absolutely right, they are not at all exclusive. However, what I am trying to point out is that sometimes they can work against each other, in that turn-based games allow for deeper consideration in any instant, whereas action games require either memorization of strategies, level layout, or input patterns. In otherwords, action games have over-arching strategies, where as turn-based games allow for more time, thought, and analysis of a given situation. You are absolutely right, they are not at all exclusive. However, what I am trying to point out is that sometimes they can work against each other, in that turn-based games allow for deeper consideration in any instant, whereas action games require either memorization of strategies, level layout, or input patterns. In otherwords, action games have over-arching strategies, where as turn-based games allow for more time, thought, and analysis of a given situation.

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By: Gavan Woolery/2011/04/22/how-to-make-fun-games/#comment-3113 Gavan Woolery Fri, 22 Apr 2011 22:55:58 +0000 Yes, I read that. Unless I misunderstood, the bullet points are a list of "how to make a game fun." And I'm saying that points like the first one is so vague as to be useless - "easier said than done," in other words. Yes, I read that. Unless I misunderstood, the bullet points are a list of “how to make a game fun.” And I’m saying that points like the first one is so vague as to be useless – “easier said than done,” in other words.

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By: Pombal/2011/04/22/how-to-make-fun-games/#comment-3098 Pombal Fri, 22 Apr 2011 20:44:37 +0000 Do you really think that there are a large number of game developers who don't already <em>know</em> most of the things you've described here? At least, those that actually <em>say</em> anything - "bright palettes are good, except when they're bad," "the player shouldn't feel safe unless they're in a safe area;" what do you want a developer to learn from lines like these? (Also, we don't get nostalgic about games with realistic graphics because there are very few games that have realistic graphics that are old enough that we <em>could</em> get nostalgic about them. It's not a falsifiable argument, and therefore not a good test of the idea). It's easy to say, "a game should contain logic/strategy, competition, progression, creativity/interactivity, random positive reinforcement and chance, visual/audio stimuli, and immersion" (the first bullet point on your list). The problem is <em>doing that.</em> That's 7 pretty vague categories of interaction to try to balance and integrate there. <em>How</em> do you make the game immersive? <em>How</em> do you ensure that there's a progression? Do you really think that there are a large number of game developers who don’t already know most of the things you’ve described here? At least, those that actually say anything – “bright palettes are good, except when they’re bad,” “the player shouldn’t feel safe unless they’re in a safe area;” what do you want a developer to learn from lines like these?

(Also, we don’t get nostalgic about games with realistic graphics because there are very few games that have realistic graphics that are old enough that we could get nostalgic about them. It’s not a falsifiable argument, and therefore not a good test of the idea).

It’s easy to say, “a game should contain logic/strategy, competition, progression, creativity/interactivity, random positive reinforcement and chance, visual/audio stimuli, and immersion” (the first bullet point on your list). The problem is doing that. That’s 7 pretty vague categories of interaction to try to balance and integrate there. How do you make the game immersive? How do you ensure that there’s a progression?

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By: Mathieu/2011/04/22/how-to-make-fun-games/#comment-3090 Mathieu Fri, 22 Apr 2011 18:15:50 +0000 In other words: How to make a game that *I* think will be fun, so that the industry will generate more games I want to play. In other words: How to make a game that *I* think will be fun, so that the industry will generate more games I want to play.

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By: snake5/2011/04/22/how-to-make-fun-games/#comment-3081 snake5 Fri, 22 Apr 2011 12:39:21 +0000