Chapter 2.1 Understanding Fun - PowerPoint PPT Presentation

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Chapter 2.1 Understanding Fun

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Title: Chapter 2.1 Understanding Fun


1
Chapter 2.1Understanding Fun
2
What is Fun?
  • Dictionary Enjoyment, a source of amusement
    but that doesnt help
  • Important to consider underlying reasons
  • Funativity thinking about fun in terms of
    measurable cause and effect

3
Evolutionary Roots
  • We must look to our distant past
  • Young mammals play to learn basic survival skills
  • Games are organized play
  • Human entertainment is also at its heart about
    learning how to survive
  • Mating and social rules also critical to us

4
Education Entertainment
  • Life is all either work, rest, or fun
  • Fun is about practicing or learning new survival
    skills in a relatively safe setting
  • People who didnt enjoy that practice were less
    likely to survive to become our ancestors

5
Hunting and Gathering
  • For most of our species history we were tribal
    hunter/gatherers
  • Current popular games reflect this
  • Shooters, wargames hunting
  • Powerups, resources gathering
  • Sims, MMO social, tribal interaction

6
Natural Funativity Theory
  • Basic concept is that all fun derives from
    practicing survival and social skills
  • Key skills relate to early human context, but
    often in modern guise
  • Three overlapping categories
  • Physical, Social, and Mental

7
Physical Fun
  • Sports generally enhance our strength, stamina,
    coordination skills
  • Exploration is fun
  • Both of local area and knowledge of exotic places
  • Hand/eye coordination and tool use are often
    parts of fun activities crafts
  • Physical aspect to gathering stuff

8
Social Fun
  • Storytelling is a social activity
  • A way to learn important survival and social
    lessons from others
  • Gossip, sharing info w/friends popular
  • Flirting, showing off, finding mates is a key
    interest in social fun
  • Language has become paramount

9
Mental Fun
  • Our large brains make humans unique
  • Pure abstract reasoning practice is fun
  • Pattern matching and generation
  • Music, Art, and Puzzles all pattern based
  • Gathering also has mental aspect, categorizing
    and identifying patterns

10
Multipurpose Fun
  • Many fun activities have physical, social and
    mental aspects in combination
  • Games that mix these aspects tend to be very
    popular
  • Incorporate ways to practice these skills to
    increase the popularity of games

11
Definition of a Great Game
  • A great game is a series of interesting and
    meaningful choices made by the player in pursuit
    of a clear and compelling goal

12
A Series of Choices in Pursuit of a Goal
  • Must have choice, or it is not interactive
  • Must be a series of choices or it is too simple
    to be a game
  • Must have a goal or it is a software toy
  • With Sim City and The Sims players may bring
    their own goals

13
Interesting and Meaningful Choices
  • Choices may be dull and uninteresting because it
    was easy to code that way
  • Or it may be the reflection of a lazy designer
  • Meaningful choices are perceived by the player as
    having significant consequences
  • May not have actual consequences

14
Clear and Compelling Goal
  • Clear goals
  • Because it is not fun to flounder aimlessly
  • Avoid the protagonist with amnesia cliché
  • Compelling goals are goals that follow the
    concepts in Natural Funativity
  • Survival is always a compelling goal

15
A Series of Choices
  • No choice

16
A Series of Choices
  • Meaningless choices
  • Obviously fold back into same path
  • Players discover this quickly

17
A Series of Choices
  • Infinite choices
  • Quickly become unmanageable

18
A Series of Choices
  • Choose wisely
  • Kill off player with any wrong choice
  • Better but frustrating (Dragons Lair)

19
Classic Game Structure
  • A convexity
  • Starts with a single choice, widens to many
    choices, returns to a single choice

20
Convexity Qualities
  • Go from one to many to one
  • Can be a level, an act, an episode
  • Can be any kind of choice
  • Geography, weapons, tools, skills, technologies,
    quests
  • Examples
  • Exploring an island
  • Technology build tree

21
Fractal Structure
  • Large scale structure repeated on medium, smaller
    scales, like a coastline
  • In the case of convexities, each circle is not a
    single choice, but a convexity
  • Age of Empires example
  • Take a defensive stance, create squad to defend
    left flank, collect resources to build a
    legionnaire, etc.

22
A Series of Convexities
  • Many games are chains of convexities
  • Points of limited choice (A) alternate with
    points of many choices (B)

23
A Series of Convexities
  • Many overlapping convexities in great games
  • Examples include Halo, Zelda games, Civilization,
    Diablo II, many others
  • Player can be starting one task or area, in the
    middle of another, and at the end of a third, all
    simultaneously

24
Why Is This Structure So Good?
  • Give the player choice but not an infinitely
    expanding set of choices
  • Mix of some any order choices (B) and some in
    fixed order (A), blending freedom with linear
    storytelling
  • Can be structured so players see most of the
    game, minimizing waste
  • Can have difficulty go up in new levels

25
Psychological Advantagesof Classic Structure
  • Alternating intense learning (A) with time to
    practice (B) is the best way to master new skills
  • Gradual learning and introduction of new skills
    at the heart of fun game play
  • Easy to learn, difficult to master
  • Simple, Hot, and Deep

26
The Concept of Flow
  • U of C professor Mihaly Csikszentmihalyi
  • One of his books is Flow The Psychology of
    Optimal Experience
  • Flow is a state of exhilaration, deep sense of
    enjoyment
  • Usually when a persons body or mind is stretched
    to its limits to accomplish something difficult
    and worthwhile

27
The Flow Channel
  • Start with relatively low level of challenge to
    match starting skill levels
  • Gradually increase challenge
  • Fast enough to prevent boredom
  • Not so fast as to induce frustration

28
The Flow Channel
29
The Flow Channel
  • Flow state is common while developing same
    Physical, Social, and Mental skills noted in
    Natural Funativity
  • Best to introduce skills one at a time, let
    player master them, move on to new
  • This results in staggered increase in difficulty
    (wavy difficulty line)

30
Difficulty Increase Varies
31
Typical Game Mechanisms
  • High difficulty increase Boss monsters,
    climactic battles, quest resolutions
  • Low difficulty increase Bonus levels, new
    resource- and treasure-rich areas, series of easy
    minion enemies
  • Overlap introduction of new skills, areas to
    explore, tools, enemies

32
Story and Character
  • Back to interesting choices and compelling
    goals how to achieve?
  • Story and character can add emotional
    association, strengthen reaction
  • Storytelling has long history, but interactive
    storytelling can differ critically from
    traditional linear modes

33
Interactive Storytelling
  • Blend storytelling with design early
  • Use experienced interactive writers
  • Do, dont show let players experience story
    through interaction
  • Make it personal by having players make key
    choices, events affect them

34
Its All About Interactivity
  • Dont make choices for the player
  • Story should add emotional context to the choices
  • Keep any cut scenes brutally short
  • Break up non-interactive sequences by adding
    interactivity, even if very simple

35
Characters
  • Characters can make the game world seem more real
    and exciting
  • Bold stereotypes may seem crude but are better
    than colorless characters, and can help avoid
    boring exposition
  • Bring out character through action, not
    description or exposition

36
Gameplay Trumps Story
  • If you have a conflict between gameplay or story,
    first look for a compromise that favors both
  • Failing that, make sure that the gameplay is good
    at expense of story
  • Always signal player clearly in narrative to
    interactive transitions with visuals, audio
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