Title: Fun
1Fun
- Some thoughts on Game Design Andrew Glassner
2Why do games stop being fun?
3Why do games stop being fun?
Stagnation Obsolescence (new game improves on old
) Plateau in skills Pacing or difficulty Why re
turn to a game Nostalgia Forgetting the bad thi
ngs Taking a break to think offline
4Design to Achieve Flow
- Pace difficulty
- Allow control
- Dont make things too hard
- Dont make things too easy
5Glassner
- Avoid
- Making it easy to cheat
- People will always exploit bugs
- Flight sim
- Multiplayer sim
- etc. etc.
6Repetition
- Make it easy for users to repeat things
- Interactivity ! Participation
- The raw count of mouse clicks is not a good
measure of quality!
- Not all actions taken by the user are desirable.
Has to be fun.
7Detail
- Too much detail
- Required actions overly detailed
- Eg. Potions in Ultima Online
- Under-detailed
- Don't take control away from the user
- "A game should offer the fastest and easiest
possible way to do everything unless there is
some entertaining or informative reason to
prevent it."
8Deception
9Deception
Only discover by death Too severe, plus save gam
e often is the simple, tedious solution
10Large-Scale Randomness
11Multiple-Choice Conversations
12Multiple-Choice Conversations
Probably OK between Non-Player Characters
Should have a realistic memory
13Agency
- "Don't trick players into providing a personality
description."
14Agency
- "Don't trick players into providing a personality
description."
This is reasonable for Role-Playing Games
The conflict is over first person vs. third
person play Information about the character is im
portant Cant play a role without knowing what th
e role is
15Choices
- Label them well
- Dont keep them guessing
16Complexity
- Need to have picked up pencil 100 turns ago
- Brick example need to click on 100 bricks to
find the right one
17Paste-On Interaction
- Design the game and the UI together
18Character Control
- Don't take control of the user's character
- Avoid "cut scenes"
19Character Control
- Don't take control of the user's character
- Avoid "cut scenes"
Can use them as a reward Must have a plot require
ment Problem is primarily with first person agenc
y
20Interactive Fiction
- Respect for the player.
- Player's time will never be wasted
- Dont insult or deny her individuality,
intelligence, or creativity
- The player will always be engaged in fun or
interesting events
- passively
- interacting with them