> Bottom line: fun is basically about making progress on prediction. I'm having some trouble parsing this sentence. Does he mean that "player has fun if their predictions lead to progress"?
Progress on predictions means both getting better at prediction (learning) and applying that.
Game design is simple
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Re: Game design is simple
#92Re: Game design is simple
#93> crazy juicy, so that players are captivated by spectacle, well beyond the needs of feedback from a UX perspective What a great phrase to describe an aspect of game design to strive for. https://www.raphkoster.com/2015/06/29/game-design-ux-design/
A bit of juice is fine and necessary, but the moment your juice starts to look like interactive gameplay, but isn't, it went way to far and just becomes noise. I rather have some less spectacular debris I can interact with, then just a particle system filling the screen with non-interactive nonsense.
TotalBiscuit was ranting about it ages ago[1]. 2kliksphilip also has numerous videos[2] on the lack of interactive physics in modern games.
Re: Game design is simple
#94Earlier quoted context omitted.
Progress on predictions means both getting better at prediction (learning) and applying that.
Also a decent definition of intelligence
For intelligence for example you could have a PID controller where there is automatic tuning which would fit the definition of learning and application. But I don't think we'd call it intelligent outside of marketing copy.
Re: Game design is simple
#95Re: Game design is simple
#96It is an interesting article but I find the slides inserted without much context to be confusing.. or is that part of the game?
Re: Game design is simple
#97Tell me why all MMOs are crap or just fail and as a result turned into a gambling institution.
Re: Game design is simple
#98Tell me why all MMOs are crap or just fail and as a result turned into a gambling institution.
Re: Game design is simple
#99Re: Game design is simple
#100I watched a lot of Sakurai's (Smash Bro's director and creator of Kirby) videos on game design and development and not once did he bring up "dopamine" or any other neurochemical. I think once you start thinking about game design from this perspective you are essentially looking for ways to exploit human psychology which explains how a lot of games have now turned into casinos. Some of the best games out there defy a…
That doesn't mean that it has to be bad or destructive! Fun is a positive thing, and most game designers I've met from across the industry are in it because they just want to make people have fun.
Dopamine release is a bit of a curio, really. You don't make design decisions based on optimising dopamine release; there's no way of doing that. But it's interesting to know the physiological reasons why people think that things are fun, and it's useful evidence when building a framework such as Raph's.