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Features

Natural Funativity
Applying
Natural Funativity
As
promised in the introduction to this article, there are many ways
to apply the theory in the practical aspects of game development.
First and foremost, an understanding of the reason why our instincts
have made us so fascinated with the aspects of survival in a hunter-gatherer
society can help in evaluating new game concepts, or increasing
the appeal of existing concepts. By tying game play to these key
aspects of hunting, gathering, exploration, social interaction and
status, and pattern perception we can capture the interest of large
numbers of players and make games more fun.
Understanding
that our key interest in survival comes from evolution shaped by
millennia of life on the African veldt filtered through the lens
of survival in our modern society helps us comprehend the appeal
of all sorts of game types and gameplay mechanisms. The appeal of
a racing game like Gran Turismo may seem well removed from
the veldt, but remembering RSS we can see that the basic physical
appeal of learning to move as quickly as possible, the social appeal
of competing with our peers and gaining status and recognition,
and the mental appeal of perceiving constantly changing patterns
in the midst of a race and acting on them instantly and correctly
all connect back to our prehistory.
In
my freelance design work I have begun to use this theory to help
give me insight on which alternatives to choose when I am in the
midst of a game design, or analyzing the strengths and weaknesses
of a game in development. As long as any discussion of fun is kept
at the purely subjective "I'll know it when I see it"
level, it is very difficult to achieve consensus or make decisions
on any objective basis, but it gets much easier when a possible
game feature can be measured against its ability to deliver on physical,
social, or mental fun as described here. It is also particularly
helpful when evaluating the success of a popular rival title. Some
unimaginative game developers simply lift features wholesale from
whatever has sold well before, without questioning just what is
it about those games that made them popular, and consequently run
the risk of taking the least fun aspects of a game. A deeper understanding
of the nature of fun makes that process much more practical.
Others
on Fun
Are
all forms of entertainment explained by Natural Funativity? I have
yet to find any significant exceptions. Humor, including jokes,
puns, and even slapstick pratfalls are a bit of a special case,
as laughter is a signal meant to alert others in our social group
about the harmlessness of a spurious threat (a view shared by V.S.
Ramachandran in his book Phantoms in the Brain, probing the mysteries
of the human mind.) The theory of Natural Fuantivity also makes
sense in describing the appeal of not just entertainment but many
other more serious areas of human interest, like art, music, various
addictions, even science and religion, but that goes beyond the
scope of this article.
Many
other authors have their own takes on various aspects of fun and
its origins. Jon Boorstin in his book The Hollywood Eye breaks
film into the Visceral, Vicarious and Voyeuristic, corresponding
to Natural Funativity's Physical, Social, and Mental fun. Stephen
Pinker's books are very illuminating, particularly How the Mind
Works. And other game designers have been probing this area
as well, notably Raph Koster, Chris Crawford, Nicole Lazzaro, Jesse
Schell, and Brian Upton.
Future
Funativity
Where
does this lead in the future? Although some people have aspirations
to create a formula or even a program to churn out game concepts
or to exhaustively analyze and evaluate games, I think this is an
aberrant side effect of the fact that game development is a multidisciplinary
craft that includes a lot of programmers and software engineers.
Video games are software, but are also at heart very concerned with
creative and subtle psychological points, and like novels, plays,
and film I expect that people will reject any overly mechanical
attempts to codify them.
But
like those other older forms of entertainment, it's clear that we
are learning more about the structure and internal grammar of games
and interactivity. As more researchers focus on games and more colleges
and universities offer courses in game development, it's inevitable
that there will also be more insights into the nature of fun. I
also fully expect that we will increasingly find common ground with
other developers of all forms of entertainment, as with genetics,
once one looks beneath the surface it is apparent we have more in
common than our surface features would suggest. I certainly expect
to see the principles of Natural Funativity used increasingly to
make games more fun. And who knows - some day we may even learn
how to define and measure that elusive Funativity Quotient.
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