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Fun



Robin Burke

GAM 224

Outline



 Admin

 Fun / Pleasure

 Types of Pleasure

 Flow

 Managing Difficulty



 Meaning

 Systems of meaning

Admin



 Play paper handout

 Due 5/16

 Rewrites

 Due 5/25

Play Paper



 Schemas

 Experience

 Pleasure

 Meaning

 Narrative

 Simulation

 Social Play

 Thesis should say both

 what schemas

 preview your findings

Fun



 Important, but vague concept

 What makes the player want to play?

 What makes the player want to keep

playing?

 Not always the same thing for a given

game

Experience vs Pleasure



 Experience

 what players do (most) to play

 Fun

 the pleasurable quality of those

experiences

Example



 Soccer

 Perception

• trajectory of ball

• trajectory of players

 Analysis

• negative space

 Decision

• points of attack / defense

 Execution

• positioning, dribbling, passing, shooting, blocking,

tackling

Where is the fun?



 Being right (cognitive)

 correctly identifying a weakness and

exploiting it

 Being skillful (sensation)

 correct physical execution

 Being competitive (contest)

 winning individual confrontations

 winning the game

 Being collaborative (social)

 communicating well with team members

Typologies of pleasure



 Fun is a vague concept

 we want to talk about the

pyschological rewards of playing

 "pleasure"



 Various ways to analyze these

rewards

LeBlanc

 Sensation

 the game engages the senses

 Fantasy

 the game lets us play make-believe

 Narrative

 the game has interesting characters and compelling drama

 Challenge

 we can confront and overcome challenges

 Fellowship

 we can build relationships with other people

 Discovery

 we discover new things and places

 Expression

 we express ourselves

 Submission

 we follow blindly

Caillois



 Agon

 competitive struggle

 Alea

 chance

 Mimicry

 make-believe

 Ilinx

 physical sensation

Soccer, revisited

 Sensation

 the feel of the field, the sounds and sights of the players in action

 Fantasy

 imagining yourself as Pele, David Beckham or Freddie Adu

 Narrative

 the story of the game

 dramatic moments – the highlight reel

 Challenge

 meeting the physical demands of running, blocking and kicking

 meeting the cognitive demands of offensive and defensive play

 Fellowship

 the comradeship of the team

 Discovery

 learning new techniques

 Expression

 developing a style of play

 Submission

 the rituals of the game

• the kickoff, the corner kick, etc.

Asteroids

 Sensation

 black and white vector drawings

 Fantasy

 imagining yourself commanding a space ship

 Narrative

 individual dramatic moments

 Challenge

 the demands of maneuvering and clearing asteroids

 the increasing challenge of higher game levels

 Fellowship

 not much

 Discovery

 not much

 Expression

 not much

 Submission

 not much

FFTA

 Sensation

 tiny screen

 annoying music

 cute drawings

 Fantasy

 imagining yourself as a mage or warrior

 Narrative

 the unfolding of plot elements leading to the desired return to real life

 Challenge

 the demands of managing battles under increasing constraint

 the demands of managing clan development

 Fellowship

 not much

 Discovery

 unfolding of different locations in the game world

 acquisition of new items and new powers

 Expression

 not much

 Submission

 the stylized forms of battle

 the imposition of rules

Thunderstorm

 Sensation

 simple drawings

 throwing the dice

 Fantasy

 not much

 Narrative

 increased tension with fewer dice

 the destruction of houses

 Challenge

 not much

 Fellowship

 sharing the game activity

 Discovery

 not much

 Expression

 not much

 Submission

 the acceptance of random outcome

Sources of pleasure

 Games

 differ in where the pleasure arises

 Video games

 emphasize particular types of challenge

• cognitive

• hand-eye coordination

 emphasize fantasy

 emphasize narrative

 Because

 these capitalize on the advantages of the

computer

The cost of fun

 Pleasure is not cheap

 high-quality graphics and sound

 creative stories and vivid dialog

 thoroughly tested and balanced gameplay mechanics

 lots of territory to discover

 all expensive

 Top game titles are expensive to produce

 because they try to provide pleasure of all types

 Focused titles

 emphasize a subset

 are criticized for the things they leave out

 cheaper to make

 require perfect execution

 Classic engineering trade-off

 put development effort where the biggest pleasure pay-off lies

Challenge



 Most important source of pleasure in

video games

 in the post-arcade era

 Reasons

 suits the computer's strengths

• easy to make things faster

• more intense

 suits the aesthetics of the audience

• adolescent males

Level of Challenge



 "hide and seek"

Difficulty



 Too hard

 game can't be enjoyed

 Too easy

 game is boring

 nothing to learn

Quantifying difficulty



 Analytical

 # of choices

 complexity of decision

• branching factor

 complexity of execution

 Empirical

 Playtesting

Adjusting difficulty



 new option

 decision-making more complex

• as long as dominance avoided

 new opponent / environment

 more to learn

 new constraint

 routine patterns can't be applied

Pacing



 "Pace" of the game

 speed at which new challenges are

introduced

 = speed at which player must master

each in order to succeed

Arcade games



 primary challenge

 speed and accuracy of response

• "button mashing"

 difficulty adjustments

 number of targets

 response speed required

 cost of error

 usually continuous increase of difficulty until

impossible

Example



 WarioWare

Match skills and

opportunities

 More opportunities than skills

 player will flounder

 game becomes overwhelming



 More skills than opportunities

 game is limiting

 player feels confined

Mastery



 When the choices and perceptions

become "automatic"

 non-deliberative

 Can only happen when

 skills are fully learned

 perceptions correctly trained

Path to mastery = repetition



 Basic psychology

 repetition of skill increases

performance

 But

 how to manage repetition?

 major concern in game design

Repetition

 Invariant

 starting level all over

 Drawback

• level involves many skills

• failure in one means need to repeat all

 Decomposition

 emphasize new skills as acquired

 Problem

• must generate more levels

 Practice Mode

 allow player to practice outside of main game

Flow



 "The state in which people are so

involved in an activity that nothing

else seems to matter; the experience

itself is so enjoyable that people will

do it even at great cost, for the sheer

sake of doing it."

 Mihaly Csikszentmihalyi

Flow state



 Loss of sense of time

 Intense focus



 Responses are fast, continuous and

(almost) unconscious

 Many examples

 athletes, musicians, surgeons, pilots,

soldiers

 gamers

What builds flow?



 Attention invested in realistic goals

 Skills match opportunities for action

 Skills can be mastered

 Learning

 acquisition of skills

 increased ability to participate

 shared community / developed

commitment

Flow as a design goal



 Present the player with realistic goals

 Match skills and affordances



 Teach skills



 Have those skills increase level of

participation

 Develop the player's commitment

Realistic goals



 Goal is realistic if it can be

accomplished by the player

 might require acquisition of new skills

 Player has to adopt the goal and

understand that it is possible

 Level of challenge

Meaning (from 4/4)



 Meaning is created by the

interpretation of signifiers in context

 A game designer

 creates a new context

 with new meanings

 using particular signifiers

Systems of meaning



 Individual signifiers

 "hand with red circle" means

"disabled"

 System of signifiers

 whole set of icons for different status

conditions

 When a new icon appears

 players has to try to understand what

it might mean

Play of meaning



 The way in which the game invites the

player to use its system of signs

 Activities

 interpreting signs

 learning new signs

 looking for signs

 sometimes inventing signs

Play with meaning



 Sometimes games invite play with meaning

 Signs with conventional meaning are

subverted

 dissonance between the conventional

meaning and the game's meaning

 Examples

 Spin the Bottle

• a kiss signifies?

 Grand Theft Auto

• carjacking signifies?

Game Metacommunication

 Meta

 (beyond or behind)

 The communication about the game

 as opposed to the communication required in order to

play

 How do we know that we are playing

 constant stream of communicative acts required to

keep play going

 to signal involvement

 focus of attention

 readiness of participation

 game-appropriate demeanor

Monday



 Narrative

 Simulation



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