Have you seen Ian Bogost’s last presentation on fun? http://vimeo.com/74943170
I want to talk about this with my cogent and wise game design fellows!
- Fun comes from the work of working a system
- Fun: the feeling of operating a system, particularly in a way we haven’t seen before.
- Fun is related to structure, not to effect.
- Fun is an admiration for the absurd arbitrariness of things.
- Fun is a name for the feeling of deliberately operating a constrained system.
- Shift the frame from play as an activity to play as a condition for certain media. Shift the frame from fun as an experience to fun as an exhaust that is produced when an operator can treat a thing with dignity.
- Designing something fun: Conceiving of something worthy of being treated with respect.
- Fun at its best: the whole world watches an abstraction give up its secrets.
- The thing that makes a job fun is not finding the element of fun that makes it a game, but finding the element of fun that makes it a job. Jobs are fun when they are not games, when we treat them seriously.
- We fail to facilitate fun when we don’t take things seriously, not because we take them too seriously. It’s not that we’re not having enough enjoyment.
- Fun is measured in historical time. Fun cooks slow. It demands seeking out novelties within boundaries that have largely been erected for a long time.
- Fun is a way of finding the air bubbles of freshness in something that is suffocatingly familiar.
I’m so excited by this kind of thinking. Can we talk about how to best design when adopting this viewpoint? I hate grinding but I appreciate the “job of playing”. How do I design a game that feels like the latter and not the former?