[…] There is an epic battle between our future aspirational selves and our more impulsive present selves.
[…] A slip reveals a hidden want, wish, or thought.
[…] The conscious mind is the active thinking part of the mind. The part that has decided to read this article and the part of the mind that is thinking about it.
[…] If you can hold a goal in your mind firmly for days and keep a positive attitude when thinking about it, slowly the thought will take root in the subconscious.
A while ago I mentioned the Biker Mice From Mars which also explores in episode “So Life Like” the evil version of the themselves (aka Evil Twin).
You smile. A wave of tingling delight washes over you. The science backs this up. When we look at the brain in the process of learning, we see the pleasure centers kick in both in the anticipation of future learning and in the moment of skill acquisition. Playful learning = Fun.
If you do a crappy job and people still think the result isamazing, you are onto something.
From a user perspective, it is the long term that matters.
Thanks Danc for sharing 🙂
Ian at Gamasutra has compiled a list for game designers. Here are the key points I picked up for myself.
- Do play your game to ensure the fun
- Do keep design documentation up to date
- Do make prototypes with fun gameplay to remind the goals
- Do use placheolders
- Do use peer reviews
- Do play other games to learn from them, combine the ideas yet also use your own imagination
- Do add a good story in order to avoid tech demo status or just keep it simple and short
Have you also read this cool article – Bad Game Designer, No Twinkie! II?
But what makes a game actually fun or even worth playing? This is discussed by Mark at Gamasutra. Here is a summary for future reference.
- Do keep the player motivated to advance in your levels.
- Significant threat from behind will keep player moving
- A dangling carrot on the field ahead sure looks like an objective
- Impose a time limit for the player not to hang around
- Provide guidance or simply limit the possible routes the player can choose from
- Provide something of interest of the player to motivate him
- Use architectural pressure trigger movement via psychology including long corridors and junctions
- Taking away the object of interest will make him chase it down
- Make the player believe they are under a threat – actual danger.
- External – caused by an enemy
- Internal – caused by players mistakes
- Keep the player believing in an unknown danger which would build up tension – perceived danger.
- Tempo is described by the level of intensity of action.
Why are dumb hit points of any fun? A blog post over at rampantgames has the anwser.
- It is intuitive
- Players get a sense of a warning system
- It balances the game
- It is appealing to see the growth of hitpoints
This is awesome! 🙂
Understanding Games is series of four games explaining the basic concepts of video games. The tutorial-style episodes deal with rules, motivation, learning and identification in video games. The player is guided through each episode by the narrators Bob and Bub, who explain core concepts of games to the player. The player can experience these concepts directly while playing the integrated games.
Understanding Games versucht Grundlagen von Computerspielen zu vermitteln und mit Hilfe von verschiedenen Spielen für den Benutzer direkt erfahrbar zu machen. In vier Episoden erläutern die beiden Erzählfiguren Bub und Bob, welche Rollen Regeln, Motivation, Lernen und Identifikation in Computerspielen einnehmen.
via pixelate environment
Download the book (german, ~40 mb):
Neo (running in the corridor): “Need a little help.”
Tank: “Door on your left.”
Neo takes the door on his right
Tank: “No, the other left” – Theories on the matrix
We all know that quote don’t we.
Rewind to year 1993 and there you have Biker Mice From Mars. In this video (jump to 26:48) you got Throttle saying the exact same line to Modo. Is there a connection? Also as the show was canceled only 3 episodes in it will continue with a fourth episode soon enough.
I loved that cartoon!
Here are the last episodes of the third season:
Once Upon a Time on Mars
I found these slides by Danc and really enjoyed them! They are about bringing the fun into everyday application design.
Why are games fun?
- You are given a goal
- You aren’t told how to reach it.
- You can fail (and be told that you failed)
- You can succeed.
- Delight comes when you figure it out on your own.