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Re: [pygame] What is fun? WAS The Giant - 'cool project I'm working on now' - thread.



Anyone really interested in this topic should read "a theory of fun" by Raph Koster. It's a wonderful little book (but I haven't read the whole thing yet)
- brad

On Aug 8, 2008, at 3:58 PM, Knapp <magick.crow@xxxxxxxxx> wrote:

So, I'm thinking more about game design and trying to understand what makes
a game fun, while plotting what to work on next. AI again? A fairly
conventional trading game that doesn't try to invent a different core
mechanic? I'm sick of conventional RPG mechanics like those in "Final
Fantasy" and would like to develop something new while still having a
strong story.


What is fun? These are all my opinions.

First lets look at music. What makes good music? I think it is
surprise enhanced by boredom. For example if I press the C key over
and over in a constant rhythm for 10 minutes you will be bored to
tears (modern drum machines do this crime, always the same, always
perfect. Great drummers are not the same and they lead and drag at the
right places). On the other extreme, if I press  a new note every time
at random times for 10 minutes you might want to kill me; to
unpredictable. For example, Atonal modern jazz/ modern innovative
classical. So to have good music you must have a constant rhythm and
pattern or notes with moments of surprising change. Mozart is a great
example of this.

Then there is the learning curve of a game. If it is flat you can play
forever; boring.(Yes, I know that flat and steep are switched in the
first use of these words) If the curve is to step you feel that no
matter how much you play you never get any better and always die at
the same place. You walk away in frustration. A curve needs to be
gradual and the play should improve every game about the same amount.
Another crime related to this is making the experienced player play
for 30 minutes or longer to get through the easy stuff so that he can
finally get to the point of challenge.

Why did I die/fail? In a perfect game every time you die you KNOW it
was your fault, if you had just X then you would have lived. Perhaps
you make this mistake 3 times but then the 4th time you get it right
and go a bit longer (reward). A bad game gives you death at random or
at least it seems that it was not your fault.

So a good game has a pattern that the player likes or a feel or a
subject. People crave ever increasing stimulation and the game needs
to meet the level that they are accustomed to. It has surprising new
ways or whatever every now and then. It has a nice even learning
curve. Every time something bad happens it is the players mistake that
can be corrected and not some random BS or bad interface/control.

I would love to hear others thoughts on this. Am I wrong? Did I forget
something?

--
Douglas E Knapp

http://sf-journey-creations.wikispot.org/Front_Page