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Interesting perspective. I’d add: - “Hard problems” are often good game mechanics. Think traveling salesman or bin packing - There are player archetypes. The
by aschearer 3y ago
Interesting perspective.
I’d add:
- “Hard problems” are often good game mechanics. Think traveling salesman or bin packing
- There are player archetypes. They each want different experiences. The collector vs the masterer.
- Emotion has to fit somewhere in the picture. It’s not just paint on top of mechanics. More likely the reverse is true. “Fun” isn’t an emotion.
- On distributions, too much randomness quickly becomes boring. Too little can be bland. It’s like a spice. How much is called for will vary by dish.
- arnaudvalette 3y agoI fail to define what is "fun". I fail also to determine the limit of what is an emotion and what isn't. Emotion must have an effect on my brain, and maybe cause some behavior. Joy and sadness are emotions, they do encourage specific and somehow different behaviors. It seems like "fun" is local, and "joy" global. Also "fun" seems to be more immediate and have a specific (shorter) lifespan. Fun seems to be linked to a situation. When the situation ends, fun ends. You perfectly identify what is fun while the cause of joy can perfectly be unclear or complex. But does that make "fun" something else, in nature, than joy ?