Here’s my problem with Fun.


I love fun, but after we made Gray, something went off in my head. So now I’ll rant about that. :)

Me

“This is actually kind of easy. It’s not perfect or even great, but making a game with a message is a relatively simple pursuit. So why is making a fun game so hard?”

After some thinking and a few late night discussions with people smarter than me I’m pretty sure I know why.

Fun is a dead horse

When it comes to games, that’s the one trait of a game that people gauge. Sure reviewers will throw in ratings for graphics and music, but that’s mostly naive. Their response to the game directly hinges on if the total package was entertaining. If the art style is horrendous, but the game is fun/engaging [Sexy Hiking] then all is forgiven. The fact is, people have been perfecting the art of making fun games for the last few decades. They’ve gotten pretty amazing at it. Though, take a step back for a moment. Why are we still going after Fun like it’s the Holy Grail?

Golden Developer

“It’s simple. Make a good game.”

That sucks. Not because it’s untrue, but because it doesn’t help at all. Well how do I make a good game?! What is a good game? Well, for the most part, a good game is a fun game. Right? Gray was a game we made that completely ignored fun. In fact we didn’t want it to be fun at all, if it was, it would have muddled the message. But yet, to a fair amount of people, Gray is a good game. As I said earlier, it was fairly easy to make. Certainly much easier than making something like Dinowaurs or even Fig. 8 because those chased Fun.

F • un

What is Fun anyway? Well it’s engaging. Often a challenge of just enough difficulty to be compelling but not enough to be frustrating with enough variety to maintain interest. At least that’s how I see it. Fun is about learning new skills and using those skills and being rewarded for using them. The rewards vary. In WoW, rewards come by way of numbers. Other times rewards are more intangible, such as “skill” in a hand-eye-coordination game like Halo. That’s really it though, and it’s not easy. Designing a game that does this well is no small task.

Though, designing the first Fun video game was probably a bit easier than designing a Fun video game today. Why? Well, we’re spoiled. We get Fun thrown at us from all directions to the point where we have an incredibly high tolerance for it. Each new game must do something slightly different, but not too different or it will be too frustrating/confusing for the players. In the beginning, games were hard. Kid Icarus hard. But now, designers have learned that doesn’t hit the Fun sweet spot, so we’ve altered things to capitalize on the Fun.

Look at Valve. Perhaps the best game developer in the universe, but they don’t have a roadmap for Fun even. They know when they have it, that’s a skill in itself, but they spend years play testing and tweaking a game in order to get it to that point. Do a couple guys with laptops have that kind of time and resources? That’s where we’re at right now. Surely we can still compete through the Fun angle with interesting new ideas even today, which is pretty incredible when you think about it, but it is most certainly rare.

Video games are porn

I love this quote, though this isn’t verbatim.
John Carmack

“Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important”

Carmack isn’t wrong, but he succumbs to the same notion that all of us have. If film was invented and the only thing we did with it was make porno for 30 years, it’s clear that people would start associating film with porno. Of course there’s a lot more that you can do with film than show people having sex. Why not video games as well?

Well, some of folks are trying. Beyond “art games” plenty of Fun games have nuggets of message in them and they always will, but for those to work they’ve had to have a healthy dose of Fun, and often times having a mechanic that is Fun and provides the right message through gameplay leaves things muddy for the player. They’re focusing on the entertainment, not the meaning. The UnFun games movement isn’t a dead horse at all, in fact it can barely walk! Eventually, though, these will grow and mature into a market that will challenge the traditional video game market. Carmack is right, video games are porn. That might seem outrageous, and it definitely sells Fun video games way too short, but it wouldn’t be a wake-up call if it wasn’t annoying, right?

Now there is huge blank canvas for people to experiment in all kinds of ways. If you cross Fun off your To Do list, then you free yourself as a developer to search an almost endless amount of emotions/responses. That’s really what fun is isn’t it? It’s just a response. There are hundreds more we can look into.

So let’s go do that.

Don’t Compete

If we don’t compete with Fun games, we’ll save ourselves the enormous burden of honing in on that special formula of fun. If few people have really been making any games about honor [right Clint? :P], loss, or obesity, then we don’t have to trump the last guy. The bar is lower and that’s not a bad thing. That’s a great thing!
Kyle Gabler

“AAA game companies have hundreds of people with millions of dollars that allow them to produce high caliber games and would be incredibly daunting to compete with. So don’t.”

10/21

COMMENTS

10/21

Good post!

I haven’t put a ton of thought into this, but I think you muddied the issue a bit. Let’s continue with the Movie corollary:

We strive to make ‘Good’ games, just like people try to make ‘Good’ movies. We have Fun, Serious, Porno, Sex, Comedy, Adventure, and Action games, just like there are equivalent movies.

Making a ‘Fun’ game says, to me, that you’re trying to get that critical review where the pull-line is simply “Fun!” on your software box. You don’t want that on your porn, you don’t want that on your serious stuff, heck – you probably don’t want it on half your action games.

At the same time, any movie – of any genre – could be said to be “fun” if it has a dash of comedy in it.

I don’t think we’re all chasing fun. We’re all chasing “Good” in whatever our niche is, and that definition will change from niche to niche… From audience to audience.. and from developer to developer.

More specifically, I’d say all devs are looking to make non-boring/engaging games, using their respective talents.

Regardless, I think this whole issue is like defining “love” and what exactly a “relationship” entails. :)

10/22

Leaning a lot of your post against the quote of Carmack, it sounds like you’re basing the whole porn movie analogy on shooters.

What about adventure games (all about story) and casual games (zero need and thus rarely any story) versus shooters (Carmack quote applies)?

10/22

People have been telling stories since the dawn of man. People have been playing games since the dawn of man… People haven’t really been mixing them until recent history.

Mabey games are just what fun is.

10/22

I touched on my take of what “fun” is in this interview, just up today:
http://blog.wolfire.com/2009/10/game-developers-need-exercise-too-part-i/

(under “Can effective workouts be fun?”)

A bit of elaboration on what I wrote there:

I believe we’re slaves to our evolutionary heritage. The circuits in our brain are still set up to pursue the behaviors and stimuli which were important to us during our (pre-civilization) development as a species. Specifically, what’s important to an individual is first survival, and then replication. How to best achieve those two primary objectives has changed dramatically in the last few thousand years, but our wiring has not kept up with that change. No wonder grinding (read “foraging”) to level up (become more powerful and ‘alpha’) are so compelling in WoW, and porn is the biggest business on the internet – they’re tickling our instincts to be compelled (obsessed?) with these kinds of activities and rewards.

“Play” is the word closest associated with fun. Play is super important to survival in both young humans and other animals; it’s literally practice to learn skills that WERE vital to survive long enough to replicate back in Africa. And that’s exactly why playing games that tickle/exercise these (often obsolete) circuits in our heads are described as being fun, even if they’re a total waste of time in our modern society (again, think WoW).

So, with this (broader?) definition of fun, I disagree that it’s is a dead horse as far as game development goes. Show me a game that truly isn’t fun, and I’ll show you a game not worth playing/experiencing.

- D

10/22

I agree, but I’d expand on the “don’t compete”. My view is that it instead applies to all aspects of the game. You just have to let go.
This is the *really* hard part. I came to this conclusion when I did my first prototype burst ages ago, and I still can’t really do it. I keep putting too much demand and scrutiny on what I do and end up working on things forever instead.

Not knowing what you’re doing is a blessing, but once you loose that the picnic is over. I guess it’s a bit like the dreaded second record for bands in a way.

10/22

Thinking about this a bit more (at 4AM, so bear with me)… I guess the argument can be made that since our evolutionary wiring is so outdated, some things which simply aren’t fun still need to be done/experienced in order to do/function well in our modern societies. Balancing a budget, commuting to work, physical exercise, and not overeating could be examples.

However, my philosophy is that there’s always ways to make these strange tasks in our new environment appealing and even fun, if only slightly adapted to better jive with our ancient instincts. This is a great set of studies of exactly that:
http://www.thefuntheory.com

(I suppose the book
http://www.theoryoffun.com
is all about this too – I typed the wrong URL in first ;)

So, my revised and updated conclusion from the last comment might be that perhaps there’s a place for games that bridge this gap between the typically boring/tedious/unpleasant tasks we’re faced with in our modern lives, and what we actually find to be fun. Mint.com is almost an example of this applied to personal finances. It’s almost to the point of being fun to set up and monitor budgets in their slick interface. It’s like playing the game of life in the 21st century!

Ok, that’s all you get of my wee-hour ramblings for now! :)

10/22

I just re-read my Rant. That’s Rant with a capital R, and there are parts of it I now disagree with. For instance, I don’t think crossing off Fun is the right way to put it. Even the most serious films and books still use tension and mystery to keep you interested. If Fun::Play in games what Mystery::Curiosity in books then that makes some sense. Though, I’d argue they both have footholds in the quickly-becoming-bad: “Compelling” adjective. Compelling is important though. Problems arise when it’s the ONLY thing…

@Grapefrukt
Definitely, oh to be young again.

@Dan
I couldn’t agree more with The Fun Theory, I think that’s dead on. I never saw the point of exercising for exercising’s sake, and instead played sports/games for that.

That said, I think Fun makes the most sense when applied to those mundane tasks, no? It certainly works for the mundane task that is WoW. But isn’t there more to life than making something more compelling through Fun? While I think you’re probably right, I feel that when Fun is paramount, people will almost always focus on “gaming” the game that surrounds the activity you’re enveloping in Fun.

Take for instance an adventure game. The underlying story could be a really interesting take on Nazi controlled France with a lot of different perspectives from all sides of the conflict, but in the end the thing the player cares MOST about is how this pipe fits into this crank to make the music box play the right song so the door opens. After all, that’s our medium, the interactive player actions. It’s not the cutscenes and the wall-of-text journals, but what the player DOES that’s most important.

Gravitation, a simple game with a simple set of rules managed to impact me to the point that I was still thinking about it over a year afterward. Not thinking about it in the sense that, “oh that’s an awesome game! So many design lessons there!” but within the context of my own life, what the relationship between work and society meant to me and how I could change to right that.

You can argue Gravitation is Fun, or at least has some in there, but it certainly wasn’t designed with that in mind. Without that game, I wouldn’t have been as aware of the disconnection between inspiration and hard-work within my own life. So perhaps this still is Play, but it’s a different way of looking at it, like the opposite end of the spectrum. Instead of using Play to make the dull interesting, Rohrer uses Play to make the complicated simple. That’s a mark of outstanding art in my opinion.

Both sides are not mutually exclusive, and games that manage to fuse both types through gameplay elegantly will be the finest video games known to man.

[ As for your challenge:
I honestly don't think Gray has one iota of Fun in it. Play it here: http://intuitiongames.com/gray ]

10/22

Some people have said they think Gray is fun, I think they’re weird though.

04/10

I’ve always had my own doubts about what constitutes a “fun” experience in a game. If it’s the tight-throated catharsis that makes people laugh and squeal, it’s as uncommon as anything else in a game. “Fun” games seem to simply be the ones that keep people motivated to play, simply to play.

Some of my favorite games didn’t keep me playing so much for the interactive experience as for the experience proper: in Aquaria I really liked just swimming around and exploring all the passages of the underwater world, seeing what there was to see. In Shadow of the Colossus, just riding around on Agro was a surreal and rich experience. I want to make games like that.

The other thing I love (more than ‘fun’) is storytelling. I await the game that will bring tears to my eyes. More than that I’d like to make one myself.

But I still expect I’ll be working towards compelling gameplay as I do so. Sinner I am. Must that interfere with these other goals?

04/16

Yea I think that’s a good way of thinking about it, Evan. They’re certainly not mutually exclusive.

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