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Book Excerpt: "A Theory of Fun for Game Design" - What Games Aren't
Until now, I’ve been discussing formal game design
- abstract simulations. But we rarely see truly abstract simulations
in games. People tend to dress up game systems with some fiction.
Designers put artwork on them that is suggestive of some real world
context. Take checkers for example - abstractly, it’s a board game
about entrapment and forced action, played on a diamond-shaped grid.
When we say “king me” in checkers, we’re adding a subtle bit of
fiction to the game; suddenly it has acquired feudal overtones and
a medieval context. Usually, the pieces have a crown embossed on
them.
This is similar to word problems in math class. The
fiction serves two purposes: it trains you to see past it to the
underlying math problem, and it also trains you to recognize realworld
situations where that math problem might be lurking.
Games in general tend to be like word problems. You
won’t find many games that are pure unclothed abstractions. Most
games have more in common with chess or checkers - they provide
some level of misdirection. Usually there are metaphors for what
is going on in the game.
While metaphors are fun to play with, players can
basically ignore them. The name of the unique checker piece that
has made it to the other side is basically irrelevant, mathematically
speaking. We could call the regular pieces chickens and the crowned
ones wolves and the game would not change one whit.
Games, by the very nature of what they teach, push
toward this sort of understanding. Since they are about teaching
underlying patterns, they train their players to ignore the fiction
that wraps the patterns.
Back
in 1976, a company called Exidy scored a first in video game history:
its game Deathrace was taken off the market because of public
concerns about the game’s violent nature. Deathrace was loosely
based on a movie called Deathrace 2000. The premise involved
driving a car to run over pedestrians for points.
Mechanically,
Deathrace was the same as any other game that involved catching
objects moving around the screen. If you looked at this game today,
however, with its crude pixilated graphics and its tiny iconic people,
you wouldn’t be particularly shocked. After all, countless other
gore-fests have come along that make the game look quaint.
I
don’t think debates about the suitability of violence in the media
will disappear. Much evidence shows that media have some effect
on how we act. If media didn’t have an effect, we wouldn’t spend
so much effort on using it as teaching tools. But evidence also
shows that media aren’t mind-control devices (of course they aren’t,
or else we’d all behave like the people we read about in the children’s
stories we read in elementary school).
Gamers,
however, have always viewed this issue with some perplexity. When
they defend their beloved games, they use one of the most self-defeating
rallying cries in history: “It’s only a game!”
In
the wake of school shootings and ex-military people decrying first-person
shooters as “murder simulators,” this argument doesn’t carry a lot
of weight. Academics who disagree with the portrayal of games as
damaging to children tend to muster learned arguments about privileged
spaces and magic circles. Much of the public dismisses these arguments
as coming from an ivory tower.
But
there’s a very good reason why the gamers are incredulous.
Remember,
games train us to see underlying mathematical patterns. The fact
that I can describe Deathrace as being a game about picking
up objects on a two-dimensional playing field is evidence that its
“dressing” is largely irrelevant to what the game is about at its
core. As you get more into a game, you’ll most likely cut to the
chase and examine the true underpinnings of the game, just as a
music aficionado can cut past the lyrical content of different types
of Latin music and determine whether a given song is a cumbia
or a marinera or a salsa.
Running
over pedestrians, killing people, fighting terrorists, and eating
dots while running from ghosts are all just stage settings, convenient
metaphors for what a game is actually teaching. Deathrace
does not teach you to run over pedestrians any more than Pac-Man
teaches you to eat dots and be scared of ghosts.
None
of this is to minimize the fact that Deathrace does involve
running over pedestrians and squishing them into little tombstone
icons. That’s there, for sure, and it’s kind of reprehensible. It’s
not a great setting or staging for the game, but it’s also not what
the game is really about.
Learning
to see that division is important to our understanding of games,
and I’ll touch on it at greater length later. For now, suffice it
to say that the part of games that is least understood is
the formal abstract system portion of it, the mathematical part
of it, the chunky part of it. Attacks on other aspects of games
are likely to miss the key point - at their core games need to develop
this formal aspect of themselves in order to improve.
Alas,
that isn’t what we tend to focus on.
The
commonest route these days for developing games involves grafting
a story onto them. But most video game developers take a (usually
mediocre) story and put little game obstacles all through it. It’s
as if we are requiring the player to solve a crossword puzzle in
order to turn the page to get more of the novel.
By
and large, people don’t play games because of the stories. The stories
that wrap the games are usually side dishes for the brain. For one
thing, it’s damn rare to see a game story written by an actual writer.
As a result, they are usually around the high-school level of literary
sophistication at best.
For
another, since the games are generally about power, control, and
those other primitive things, the stories tend to be so as well.
This means they tend to be power fantasies. That’s generally considered
to be a pretty juvenile sort of story.
The
stories in most video games serve the same purpose as calling the
über-checker a “king.” It adds interesting shading to the game but
the game at its core is unchanged.
Remember
- my background is as a writer, so this actually pisses me off.
Story deserves better treatment than that.
Games
are not stories. It is interesting to make the comparison, though:
-
Games tend to be experiential teaching. Stories teach vicariously.
- Games
are good at objectification. Stories are good at empathy.
- Games
tend to quantize, reduce, and classify. Stories tend to blur,
deepen, and make subtle distinctions.
-
Games are external - they are about people’s actions. Stories
(good ones, anyway) are internal - they are about people’s emotions
and thoughts.
In
both cases, when they are good, you can come back to them repeatedly
and keep learning something new. But we never speak of fully mastering
a good story.
I
don’t think anyone would quarrel with the notion that stories are
one of our chief teaching tools. They might quarrel with the notion
that play is the other and that mere lecturing runs a distant third.
I also don’t think that many would quarrel with the notion that
stories have achieved far greater artistic heights than games have,
despite the fact that play probably predates story (after
all, even animals play, whereas stories require some form of language).
Are
stories superior? We often speak of wanting to make a game that
makes players cry. The classic example is the text adventure game
Planetfall, where Floyd the robot sacrifices himself for
you. But it happens outside of player control, so it isn’t a challenge
to overcome. It’s grafted on, not part of the game. What does it
say about games that the peak emotional moment usually cited actually
involves cheating?
Games
do better at emotions that relate to mastery. Stories can get these
too, however. Getting emotional effects out of games may be the
wrong approach - perhaps a better question is whether stories can
be fun in the way games can.
When
we speak of enjoyment, we actually mean a constellation of different
feelings. Having a nice dinner out can be fun. Riding a roller coaster
can be fun. Trying on new clothes can be fun. Winning at table tennis
can be fun. Watching your hated high school rival trip and fall
in a puddle of mud can be fun. Lumping all of these under “fun”
is a rather horribly vague use of the term.
Different
people have classified this differently. Game designer Marc LeBlanc
has defined eight types of fun: sense-pleasure, make-believe, drama,
obstacle, social framework, discovery, self-discovery and expression,
and surrender. Paul Ekman, a researcher on emotions and facial expressions,
has identified literally dozens of different emotions - it’s interesting
to see how many of them only exist in one language but not in others.
Nicole Lazzaro did some studies watching people play games, and
she arrived at four clusters of emotion represented by the facial
expressions of the players: hard fun, easy fun, altered states,
and the people factor.
My
personal breakdown would look a lot like Lazzaro’s:
- Fun
is the act of mastering a problem mentally.
- Aesthetic
appreciation isn’t always fun, but it’s certainly enjoyable.
- Visceral
reactions are generally physical in nature and relate to physical
mastery of a problem.
- Social
status maneuvers of various sorts are intrinsic to our self-image
and our standing in a community.
All
of these things make us feel good when we’re successful at them,
but lumping them all together as “fun” just renders the word meaningless.
So throughout this book, when I have referred to “fun,” I’ve meant
only the first one: mentally mastering problems. Often, the problems
mastered are aesthetic, physical, or social, so fun can appear in
any of those settings. That’s because all of these are feedback
mechanisms the brain gives us for successfully exercising survival
tactics.
Physical
challenges alone aren’t fun. The feeling of triumph when you break
a personal record is. Endurance running can be immensely satisfying
but you have not solved a puzzle. It is not the same high as when
you win a well-fought game of soccer thanks to your teamwork.
Similarly,
autonomic responses aren’t fun in and of themselves. You have them
developed already, so the brain only rewards you for doing them
in the context of a mental challenge. You don’t get a high from
just typing, you get it from typing while pondering what to say,
or from typing during a typing game.
Social
interactions of all sorts are often enjoyable as well. The constant
maneuvering for social status that all humans engage in is a cognitive
exercise and therefore essentially a game. There is a constellation
of positive emotions surrounding interpersonal interactions. Almost
all of them are signals of either pushing someone else down, or
pushing yourself up, on the social ladder. Some of the most notable
include:
-
Schadenfreude, the gloating feeling you get when a rival
fails at something. This is, in essence, a put down.
- Fiero,
the expression of triumph when you have achieved a significant
task (pumping your fist, for example). This is a signal to others
that you are valuable.
- Naches,
the feeling you get when someone you mentor succeeds. This is
a clear feedback mechanism for tribal continuance.
-
Kvell, the emotion you feel when bragging about someone you
mentor. This is also a signal that you are valuable.
- Grooming
behaviors, a signal of intimacy often representing relative
social status.
- Feeding
other people, which is a very important social signal in human
societies.
A
lot of these feel good, but they aren’t necessarily “fun.”
Aesthetic
appreciation is the most interesting form of enjoyment. Science
fiction writers call it “sensawunda.” It’s awe, it’s mystery, it’s
harmony. I call it delight. Aesthetic appreciation, like fun, is
about patterns. The difference is that aesthetics is about recognizing
patterns, not learning new ones.
Delight
strikes when we recognize patterns but are surprised by them. It’s
the moment at the end of Planet of the Apes when we see the
Statue of Liberty. It’s the thrill at the end of the mystery novel
when everything falls into place. It’s looking at the Mona Lisa
and seeing that smile hovering at the edge of known expressions
and matching it to our hypothesis of what she’s thinking. It’s seeing
a beautiful landscape and thinking all is right in the world.
Why
does a beautiful landscape make us feel that way? Because it meets
our expectations, and exceeds them. We find things beautiful
when they are very close to our idealized image of what they should
be but with an additional surprising wrinkle. A perfectly closed
off plot, with just a couple of loose threads. A picture of a farmhouse,
but the paint is peeling. Music that comes back to the tonic note
and then drops a whole step further to end on an unresolved minor
seventh. It sends us chasing off after new patterns.
Beauty
is found in the tension between our expectation and the reality.
It is only found in settings of extreme order. Nature is
full of extremely ordered things. The flowerbed bursting its boundaries
is expressing the order of growth, the order of how living things
stretch beyond their boundaries, even as it is in tension with the
order of the well-manicured walkway.
Delight,
unfortunately, doesn’t last. It’s like the smile from a beautiful
stranger in a stairwell - it’s fleeting. It cannot be otherwise
- recognition is not an extended process.
You
can regain delight by staying away from the object that caused it
previously, then returning. You’ll get that recognition again. But
it’s not quite what I would call fun. It’s something else - our
brains rewarding us for having learned well. It is the epilogue
to the story. The story itself is the fun of learning.
Fun,
as I define it, is the feedback the brain gives us when we are absorbing
patterns for learning purposes. Consider the basketball team that
says, “We went out there to have fun tonight,” versus the one that
says, “We went out there to win.” The latter team is approaching
the game as no longer being practice. Fun is primarily about practicing
and learning, not about exercising mastery. Exercising mastery will
give us some other feeling, because we are doing it for a reason,
such as status enhancement or survival.
The
lesson here is that fun is contextual. The reasons
why we are engaging in an activity matter a lot. School is not usually
all that fun because we take it seriously - it’s not practice, it’s
for real, and your grades and social standing and clothing determine
whether you are in the in-crowd or whether you sit at the table
close to the cafeteria kitchen.
It’s
very telling that when we lose a competition, we often say, “Well,
I was just doing it for fun.” The implication is that we are shrugging
off the implicit loss of social status inherent in a loss. Since
it was merely a form of practice, perhaps we didn’t put forth our
best effort.
We
get positive feedback for climbing the social ladder. We’re just
tribal monkeys throwing feces at each other in order to own the
top of the tree. But notice some of the subtleties there: climbing
it while helping others (naches and kvell). Climbing it while pushing
the boundaries of our knowledge (fun). Climbing it while strengthening
our social networks, building communities and families that work
together to improve everyone’s lot (grooming, pairing, and feeding
others).
As
monkeys go, that’s pretty darn good. In the general run of animals,
it’s amazing. It’s a lot better than being a shark that only gets
feedback for eating.
I
think there’s a good case to be made that having fun is a key evolutionary
advantage right next to opposable thumbs in terms of importance.
Without that little chemical twist in our brains that makes us enjoy
learning new things, we might be more like the sharks and ants of
the world.
So
how does it feel? Well, the moment a lot of players like to cite
is “being in the zone.” If you get academic about it, you might
reference Csikszentmihalyi’s concept of “flow.” This is the state
you enter when you are experiencing absolute concentration on a
task. When you’re in absolute control, the challenges that come
at you are met precisely by your skills. Lazzaro called this “hard
fun,” and it’s the state from which you are most likely to emerge
feeling either frustration or triumph.
Flow
doesn’t happen very often, but when it does it feels pretty darn
wonderful. The problem is that precisely matching challenges to
capability is incredibly hard. For one thing, the brain is churning
away and might make a cognitive leap at any moment, rendering the
rest of the challenge trivial. For another, whatever is presenting
the challenges doesn’t necessarily have any sense of the level of
understanding possessed by the player.
As
we succeed in mastering patterns thrown at us, the brain gives us
little jolts of pleasure. But if the flow of new patterns slows,
then we won’t get the jolts and we’ll start to feel boredom. If
the flow of new patterns increases beyond our ability to resolve
them, we won’t get the jolts either because we’re not making progress.
When
there’s flow, players usually say afterward, “That was a lot
of fun.” When there isn’t flow, they might say “that was fun” somewhat
less emphatically. The absence of flow doesn’t preclude fun - it
just means that instead of a steady drip-drip-drip of endorphins,
you’re getting occasional bits. And in fact, there can be flow that
isn’t fun - meditation induces similar brain waves, for example.
So
fun isn’t flow. You can find flow in countless activities, but they
aren’t all fun. Most of the cases where we typically cite flow relate
to exercising mastery, not learning.
To
recap the preceding pages: Games aren’t stories. Games aren’t about
beauty or delight. Games aren’t about jockeying for social status.
They stand, in their own right, as something incredibly valuable.
Fun is about learning in a context where there is no pressure, and
that is why games matter.
--
This
article is excerpted from Paraglyph Press' A Theory of Fun for Game Design (ISBN #
1932111972). For more information about the book, please visit
http://www.theoryoffun.com/.
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