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What is fun?
So I know in the last post I mentioned that there is no formula to fun. Well, I decided to actually research this theory and I found that there IS a formula to fun. So if you always wanted to know the answer to the designers eternal question "What is fun?" then please, continue reading and enjoy my findings.
Let's go back a little bit and talk about what happiness is, because you can't be mad or depressed and then expect to have fun in the first place.Happiness is innate. Happiness is our default feeling when we do not have other things occupying our minds. Happiness is not discovered or something you find, rather, happiness is more of a letting go of unhappiness. When someone is watching a movie, playing a game, doing drugs, they are happy because they are engaged in this activity and they forget their problems momentarily. This is why people play video games, to take them out of their world and into the designers. This is where people are engaged in the game and where they let go of any unhappiness they may have in their lives and instead focus it on the characters/story/gameplay. So what is fun? Well fun needs two prerequisites to exist.
Prerequisite 1
The rules have to be known. In order for fun to exist the rules have to be clear and understood. If you were playing a game and you didn't know how to win, then you will be lost and you will not be able to move on to prerequisite number two. This is the reason why all the best games are simple to understand or have very simple rules (with tons of possibilities coming out of these simple rules). When you first see a game you have to be able to tell what to do, if the player is ever lost for lack of good rule communication then they will never have fun. If you die because you didn't know the rules then you are having a horrible time. Being side swiped by something you didn't know exists is the opposite of fun. However, if the rules are made crystal clear then you may move on to:
Prerequisite 2
The player has to be engaged. Now that the rules are known the player knows what world he's playing in. Now the player has a chance to be engaged in the game and the player can now be emotionally invested and care more about whats going on in the world you created. Once the player is engaged two things are happening, (1) He is now able to manipulate his world and has some sort of expected gameplay because he knows how the rules work and (2) The player is happy because, as stated before, he is engaged in the game and is now letting go of any unhappiness he may have had. With these two factors in play NOW the player is prime for having fun!
This is it.
Fun is surprise. Whenever a person is surprised, he is having fun. If you knew what was going to happen all the time, it wouldn't be fun. If you knew you were going to win the lottery and then you won it, it wouldn't be as fun as finding out by reading along with the numbers that were being called out live on TV. It's the surprise that's fun. In Street Fighter II, the fun part is that everyone is so different in that game. You know everyones moves but you don't know when or why or how they are going to use them. Sonic boom could be used to hit someone or it could be used to lull them into a trap or it could be used as a distraction while you try something else. Everyone has a set of attributes but you're always surprised how someone uses them. That's why its better to play against human players btw. That'sthe fun part, you're playing against your friend and he zigs when you think hes going to zag "man I didn't know you were going to do that!" and that'sthe surprise and that's the source of fun. It's about knowing that there's a possibility of something happening and then being surprised when it does, this is basically the formula for Poker or Blackjack. You can try andstrategize what cards will be played by your opponents but you will never know for sure until they are turned face up, and whats fun is when the cards are turned up and you have that surprise. Now imagine ALL the cards in the deck were 2 of hearts. Would it be fun? No. But what if there was ace in there somewhere, add that one element and it adds to the unknown which leads to a possibility of surprise which leads to fun. It's like Peggle, you don't know EXACTLY where that ball is going to go but it sure is fun finding out. This also brings up another subject about fun, which is laughter. Laughter has been described as the breaking of tension. In order for someone to laugh they have to be engaged, there needs to be tension, and once its broken it causes laughter. No different with fun, because laughter and fun often go hand in hand, you need to have that tension of the unknown and when it is broken, well you know already.
Just like in life, when you run into an old friend out of blue, or you find a new part of the city you never drove through before, that's fun. I got a ticket last night for making an illegal left, that was not fun because I didn't know it was illegal and because I didn't know the rules IT WASN'T FUN THAT I GOT A TICKET. However, if I KNEW what I was doing was wrong and then tried to get away with it, then it'd be fun because I would want to see if the cop would catch me or not, and if he did or he didn't the breaking of tension would still be there because I knew this was part of the game.
In the end, if you want to have fun you need to have surprise. Life is simple if you play by the rules.
Please email if you have any questions or insights about this blog @ josephmares@gmail.com
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2. Hmm, shouldn't the player be engaged all the time? I mean, ALL the time.
3. If you surprise your wife having a sexual relationship with your most hated old friend right now, is that a road to happiness?
Consider tic-tac-toe (as it's known in the U.S.). The rules are well-known, so that satisfies your first point. And people do play it; it is organized as a game which requires player engagement (of a sort), which seems to satisfy your second requirement.
But tic-tac-toe doesn't lead to surprise. A game played by two rational players will always end in a draw.
So am I misunderstanding your points 1 and 2? Or is some revision or addition needed in order to assure the generation of "surprise?"
(Note: I suspect there may be some commenters to your blog post who feel that surprise is actually counter-productive in some games. Perhaps in some games, a guaranteed victory over difficult odds is required for "fun." I'll leave that argument to them. ;)
Also I'd query the order, does a player have to understand the rules to be engaged? Also does a player need to be happy to be engaged? These two are pretty deep questions that I'm not really going to explore here, but are worth thinking about.
Along these same lines, I wouldn't say that surprise=fun. Surprises can, ultimately be quite frustrating and unpleasant. That said though, without some sort of learning process games become quite staid and bland. But it would be inaccurate to say that merely having such a process immediately makes the game fun.
Tic-Tac-Toe does lead to surprise because you do not know exactly what you're opponent is going to do all the time. You can make an educated guess, but you still will not know for sure until he actually does it. It's the anticipation of whats going to happen and the sweet release when it does. If you didn't know the rules to tic-tac-toe then you wouldn't understand why he is aligning his O's in such a manner and therefore it would not matter what's going on, but because you DO know how he's trying to win, it is in your best interest to pay attention to what he is doing (thus making you engaged in the game) and then trying to counter his moves but still not knowing where's he's going to strike next. The fact that you don't know (within the rules) what he's going to do is the surprise and that's the fun part.
Now, when I say bad surprise and good surprise, I meant that if it's within the rules that means it's telegraphed to the player and as long as the player knows it's possible to happen then it will allow tension to build. Bad surprise is when something sideswipes you out of nowhere (like beign cheated on) if it happens without any kind of notification then that's bad and that's the opposite of fun. I like to use pro wrestling a lot in my analogies (forgive me) so when you have Jeff Hardy place CM Punk on a table and have Jeff Hardy start ascending a nearby ladder, you start to build up tension and the tension keeps building up because you don't know if CM Punk will revive in time to move, or if Jeff Hardy will hit his target, or even if Jeff Hardy misses the table and gets legitimately hurt. There's a little surprise element because you want to see if it's going to really happen or not. However if someone tells you what happened the next day "yeah Jeff Hardy put CM Punk through a table, it was cool" is that a really fun experience? Not really.
I think the best analogy I can come up with for my theory is football. And here are my 2 prerequisites and theory bullet pointed out for you.
Prereq 1 Rule Knowledge
So when I was a kid I would watch football but I didn't understand what was going on or why one team had the ball and then the otehr team did so I wasn't a big fan and couldn't really enjoy it until I understood what was happening, in other words until I understood the rules.
Prereq 2 Engagement
Now I don't really watch football until my team (GO RAMS!) is playing. If the Packers and the Patriots or whoever else are playing against each other I don't really care. However if the RAMS are playing then yeah I will be glued to my seat and every play and second will matter like my life depends on it. For the packers game I wouldn't really care who did what, you scored? Good for you. But if the rams made a touchdown then I do a backflip because I am ENGAGED in what is going on and that's when I (everyone) have the most fun, now I couldn't get to this point of engagement if I didn't understand the rules of the game to begin with.
Fun
That's where the fun part comes in, I do not know if my team is going to score a touchdown, if they're going to win even, or if there's an injury, all of that is surprise that fits within the rules of the game. Any kind of variable will add tension because now there are more opportunities to lose/win/get hurt. I care about whats' going on in this game now and every variable adds to my tension and the anticipation keeps building with each play because there's new tension and strategies going on, add the time limit which only engages you even more and you have a recipe for awesomeness.
Bad Surpise
When something isn't telegraphed to the user then it's a bad surprise. If you roll a six sided die (with 1-6 counting on each side like a normal pair) and then it landed with a 8 (8 dots) side facing up (which doesnt exist) then you and your friends would be baffled and not have fun at all, because it's not telegraphed to the user that something like this can happen.
Good Surprise
Let's stick with this dice analogy. Now if every side on the die was a 1, then there would be no tension and no reason to care. Good surprise is not knowing exactly what's going to happen, having control but at the same time wanting to find out because that tension and that anticipation and the final release of said anticipation can only result from the unkonwn, "good surprise" and that's what fun is.
More questions please, I like this. I think we are very close to figuring out what fun is. Srsly.
If you know the rules of Football, have 80 years old, have seen thousand of games, you probably won't do a backflip (not because your are old, but because it's a very average match). It's not to say that fun depends of your tastes, at least it half-does, but it also depends of all your past experiences and all past experiences depend of what exist.
The rules could generate fun, but that's only a possible fun factor; not what directly generates fun.
During that football game, if your food and beers are great, if your seat is very comfortable, if the match is very intense, if you have fun with your kid/ wife or friends, if there are miracles on the field or anything of that sort... all these elements should increase the Engagement - not just the rules. However, if one of all posssible things feels bad, your engagement will go down.
Multiplayer games are all about playing, you could play an awesome game and have fun and lose, but you could also win and just say.. "wow, that was way too easy - boring."
Conditions of victory (rules) are just one factor among so many others.