Wednesday, June 27, 2012

Games: Fun & Interest

After last monday's lecture we now have shared collective of ideas on what makes games fun and interesting (or not fun and interesting). This is taking into consideration the successes of games that implement the aforementioned ideas and noticing trends between them.

With the four games we examined together the element of "player-made content" is a huge cornerstone that allows Apples To Apples, Cards Against Humanity, LittleBigPlanet2, and Once Upon A Time to function effectively. We cannot deny that user-input systems in games have become a trend more than ever in modern gaming and that user-input to change the game elements draws attention. You'll even find on the back of some boxes phrases such as "Over 100 new player skins!" or "Customize your weapons and equipment to fit your combat style!"  This same element can span between the character you make in an RPG to what kind of metal piece you want representing your token in Monopoly.

Psychology mentions that one of the best ways to get people to do something is to make it seem like the idea belongs to them. Once the idea is inherently believed to be their own it's rather more fulfilling and exciting for them to pursue such a goal knowing they have great part in how it's done and that their ideas are being  recognized - this is sort of playing with the feel-goods of human behavior. 

I do not play this game, but I'll end with this video articulating this idea from the designers themselves:
- Cam





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