Measuring Fun

Thoughts | 4 farm-fresh comments

The other day an article on Gamasutra said that the key to avoiding, or at least minimising, crunch on a project was to find the fun before you launch into full production. This, of course, is exactly the approach we take here, and frankly I can’t think why you’d do it any other way.

But one common question we tend to get asked is ‘how do you judge what fun actually is’?

‘Fun’ is a very nebulous concept (most often described as “I know it when I see it”), and what I find fun and what you find fun could well be wildly different. That doesn’t mean the games I like are somehow intrinsically better than the games you like. They’re just different.

So, you have to define what fun means for you. How do you measure it? I’m not saying you can necessarily quantify it with numbers, but it is possible.

Take 5 or 6 of your favourite games, and play them. As you play them, ask yourself questions. Why do I like that? Why did I find that bit cool? Why does that thing bug me so much? Why am I glad I spent my time and/or money on this?

Once you’ve done that, look for the patterns. You’ll likely spot common themes and aspects that you liked and disliked. Keep doing that, and you’ll end up with a set of pretty strong guidelines and considerations to use when you’re making your own game.

They may or may not match our own list, but that’s OK. Different people like different things, and it’s impossible to second-guess what anyone other than yourself actually wants.

Our belief is that we’re not beautiful and unique snowflakes; chances are, there are others (hopefully many, many others) out there who have similar tastes to us who will also find our games fun.

-David (@dwlt)

4 farm-fresh comments

Berbank says:

Amen.

Q: Is Orbital fun, or is it an instrument of compulsive activity? est. approx. 19 Penns/sec.

On a more serious note: , I tend to find the games I like most have a high density of decisions per second and/or a moment of decision followed by a few moments of uncertainty-anticipation.

Orbital does both rather well: There is a constant decision making process as the ejector swings to-and-fro as to where you want to knock one out. Then the split second commitment to that decision. Then the aniticipation-uncertaintly as your shot does its thang. There’s practically zero time where your brain isn’t engaged. (I’m still rubbish at it though)

Other games that I think fit this system: Worms, Tetris, Peggle, Weird Worlds: Return To Infinite Space(less so, and in a very different way, but still).

I’d be interested to hear why other people think they like particular games. Always good to have awareness of different perspectives.

Stew H says:

Loving the use of the word ‘nebulous’

David says:

@Berbank: what’s the difference between fun and compulsive activity? ;-)

I like the analysis of Orbital et al, although I suspect there are other patterns to find in that set of games too.

@Stew: Thanks – ace game it was too.

-D

Badger says:

@David:

Well fun is something you enjoy doing almost at any time. Compulsive, well… it’s not necessarily fun, but it’s something you are compelled to do until the end, and it’s somewhat more of an obligation.

The best example would be a compulsive-obsessive disorder, which, in leymans terms is basically a need to be able to control the world around you doing seemingly unimportant tasks – at least for the outside viewer -, on a very meticulous and repetitive way, i.e. twisting the door knob 100 times just to make sure that it’s closed, or organize your vegetables in the fridge on specific patterns of colours and shapes.

But, just to give my closing argument, on a more standard outlook, the average worker is compelled to do his/hers job every single day because the income is needed. But they don’t necessarily enjoy their tasks… It’s just that… A necessity!

That’s way games are fun, they clean us from our daily routines ;)

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