Elements for the Theory of Fun
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Transcript of Elements for the Theory of Fun
Prof. Pier Luca Lanzi
Theory of Fun (for Game Designers)���Videogame Design and Programming
Prof. Pier Luca Lanzi
Readings
• Raph Koster. Theory of Fun for Game Design Second Edition 2013
• Jesse Schell. The Art of Game Design (2nd Edition) Morgan Kaufmann 2015
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Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
mancala
Prof. Pier Luca Lanzi
there are games we love, gamesthat bore us, games we hate.
Prof. Pier Luca Lanzi
http://nicolelazzaro.com/wp-content/uploads/2012/03/4_keys_poster3.jpg
Prof. Pier Luca Lanzi
Nicole Lazzaro’s 4 Keys
Easy FunHard fun
People funSerious fun
poster : http://xeodesign.com/4k2f/4k2f.jpgwhite paper: http://www.xeodesign.com/xeodesign_whyweplaygames.pdf
Prof. Pier Luca Lanzi
Nicole Lazzaro’s 4 Keys
• Easy Fun § Focus on the sheer enjoyment of experiencing the game activities.
§ Maintains focus with player attention rather than a winning condition.
• Hard fun § For many players overcoming obstacles is why they play.
§ Creates emotion by structuring experience towards the pursuit of a goal.
• People fun
§ Players might play games they don’t like to spend time with their friends.
• Serious fun/altered states
§ Changes how players think, feel, behave or make a difference in the real world. The excitement of games enlivens otherwise boring tasks.
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Prof. Pier Luca Lanzi
Marc Leblanc’s 8 Kinds of Fun http://8kindsoffun.com/
• Sensation
§ Game as sense-pleasure
• Fantasy
§ Game as make-believe
• Narrative
§ Game as unfolding story
• Challenge
§ Game as obstacle course
• Fellowship
§ Game as social framework
• Discovery
§ Game as uncharted territory
• Expression
§ Game as soap box
• Submission
§ Game as mindless pastime
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Prof. Pier Luca Lanzi
14 Forms of Fun
• Beauty
• Immersion
• Intellectual Problem Solving
• Competition
• Social Interaction
• Comedy
• Thrill of Danger
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• Physical Activity
• Love
• Creation
• Power
• Discovery
• Advancement and Completion
• Application of an Ability
http://www.gamasutra.com/view/feature/227531/fourteen_forms_of_fun.php
Prof. Pier Luca Lanzi
why? can we engineer fun?
Prof. Pier Luca Lanzi
“A Theory of Fun for Game Design” Ralph Koster © (http://www.theoryoffun.com)
Prof. Pier Luca Lanzi
Cartoon from “A Theory of Fun for Game Design” Ralph Koster © (http://www.theoryoffun.com)
Prof. Pier Luca Lanzi
Cartoon from “A Theory of Fun for Game Design” Ralph Koster © (http://www.theoryoffun.com)
Prof. Pier Luca Lanzi
Cartoon from “A Theory of Fun for Game Design” Ralph Koster © (http://www.theoryoffun.com)
Prof. Pier Luca Lanzi
Highway to Hell by AC/DC © AC/DC
Prof. Pier Luca Lanzi
The world's ugliest music: Scott Rickard perTEDxMIA
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
humans love patterns!
Prof. Pier Luca Lanzi
Super Mario https://www.youtube.com/watch?v=0NnhWpI-EPM
Prof. Pier Luca Lanzi
http://en.wikipedia.org/wiki/File:Super_Mario_64_jumping.jpg
Prof. Pier Luca Lanzi
Indie Game the Movie
Prof. Pier Luca Lanzi
'A Minute to Learn… A Lifetime to Master’
James R. Becker
Prof. Pier Luca Lanzi
grok
MDA Model
DynamicMechanics Aesthetic
Player
Game Designer
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Cartoon from “A Theory of Fun for Game Design” (http://www.theoryoffun.com)
Prof. Pier Luca Lanzi
Cartoon from “Level Up!”
Prof. Pier Luca Lanzi
https://www.youtube.com/watch?v=vW8nXTzroos
Prof. Pier Luca Lanzi
http://www.youtube.com/watch?v=XV478axBuiU
Prof. Pier Luca Lanzi
http://www.youtube.com/watch?v=uigWhf2zRbQ
Prof. Pier Luca Lanzi
140 http://vimeo.com/59001919
Prof. Pier Luca Lanzi
Thomas was Alone https://www.youtube.com/watch?v=5K4zjNtQ3y8
Prof. Pier Luca Lanzi
chunking & grokking
Prof. Pier Luca Lanzi
Flow (M. Csikszentmihalyi)
Prof. Pier Luca Lanzi
games that fail to exercise the brain become boring������
fun is all about the brain feeling good (endorphines)������
the moment of triumph when we learn to master a task���triggers the release of chemicals triggering good feelings���
���fun comes from “richy interpretable” situations
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Theory of Fun for Game Designers
• Brains are mostly voracious consumer of patterns
• Games are just exceptionally tasty patterns to eat up
• The brain is good at cutting out the irrelevant
• The brain notices a lot more than we think it does
• The brain is actively hiding the real world from us
• These are all example of chunking
• We usually run on automated chunked patterns. Thinking is in fact mostly memory, pattern-matching past experiences
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Prof. Pier Luca Lanzi
Many developers always lose their objectivity���during the course of production. ���
���Theory of Un-Fun���
If you find something in the game that is not fun ���(or un-fun) remove it. After you have removed���all the un-fun, all that should be left is the fun.���
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
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