Hey, my name is Sita Vriend and I’m a designer of fun. It doesn’t matter if I’m designing games or software, I’d like to add an element of fun to everything I do.
Fun and games:
I love games that I can just pick up and play: easy to get into yet hard to master; may it be casual games or 1 or 2 mechanics midcore games. I love games in which I can discover secret places and hidden backstories. Where most people play a game once or maybe twice, I’d play the game a third, fourth or fifth time just to discover all secrets, glitches, hidden places and earn all the achievements. It’s no surprise I spend 60+ hours in Portal 2 (doesn’t include all the hours I spend googling and watching youtube videos on how to get to these secrets).
Why I love making games:
Games can be techincal, creative and sometimes even artistic. I love to solve the design problems that come with games, to make the design fit within the restrictions, so the game will fit the target audience.
Narrowing down your options is getting more difficult in this day and age. This is exactly what choice overload is about: there is just too much to choose from.
You might not think about it, but groups are very powerful. They can change your behavior and the way you think. Groups can even make you do things you wouldn’t normally do.
Making decisions is essential to any game, no matter the genre or target audience. To play a game is to make decisions. While there are many different theories that approach decision making from different angles, I will focus on dual-process thinking.
Taking emotions into account when designing games can definitely help you to enhance the player’s experience. Although the topic of emotions is an ambitious and broad topic, it also means there are countless ways you can apply it in your game design.
You can make anything more desirable by forbidding it. That something can be anything: an item, an action, an idea. This is known as the reactance theory. Reactance is the feeling you get when someone limits your freedom or options.
There are two different kinds of pleasures we experience every day, we have anticipatory pleasure or ‘wanting’ and consummatory pleasure or ‘liking’. While ‘wanting’ is pleasure for looking forward to future events, ‘liking’ is pleasure for things in the