Sunday 12 April 2009

What Even is Fun?

Dig in for another rambling post...

Fun is inherently entirely subjective and indescribable which makes my job incredibly hard. Game design has very little science. There are very few hard and fast rules that can be applied in a given situation. You have to feel it out, poke and prod the scenario or mechanic you're working on and apply the knowledge you've gained from consuming the various sources of knowledge that input into your life and hope for the best.

One of the main items of discussion between designers is the subject of fun. This can be an overt discussion where we talk about the definition of fun or it can be shuffling the location of two staircases in a level to provide the 'fairest' firing lines between opposing combatants. The most minor thing is a discussion on fun. Which buttons can the player use to exit the pause menu is a great example of a low level decision that has nothing to do with how awesome we can make a head explode but has a dramatic impact on the fun of using a menu.

So one would presume that us designers have a definition for this whole fun thing, right?

Well we don't. This is part of the larger discussion about how we don't have any kind of usable vocabulary for discussing games but for now we'll deal with the concept of fun. Or more precisely the concept of fun and negative emotions.

To a lot of people fun is simply a case of how fast their car goes, how many bullets it takes to down a guy or how long the coloured fungus makes you invincible for. The theory behind this fun is expertly written about by Raph Koster in his book A Theory of Fun. The main thrust of the book is that fun comes from exploring a rules system, learning that rules system and then mastering it.

I think about how I enjoy media a lot. What kind of fun am I experiencing that leads to my enjoyment?

This leads to the question as to why we only really have games that are simple fun and we don't have games that promote negative experiences. Randy Smith recently wrote in Edge about how we don't make games that are like Requiem for a Dream. Publishers and a lot of developers often don't see the value in the fun of the catharsis of a negative experience or they don't care enough to tackle the issues raised in doing such a project. Famously David Jaffe was once working on a game that explored the horrors of war but it was cancelled because it wasn't fun. We have no way of knowing why it wasn't fun and I imagine that finding out would be fascinating.

We have a games industry where fun is measured in 30 second increments rather than over the entire period of playing the game. This means that we can't design games that are cathartic experiences that deal with anything other thanvisceral joy. We can't explore anything other than the type of fun that Mario so well defines.

We watch horror movies because we enjoy working through negative emotions. We read books about horrific experiences because we enjoy working through negative emotions. We play games to get simple minded rewards. Notice the discrepancy?

All too often a negative experience in a game in down to shitty controls or cheating AI and not down to exploring emotions. We keep talking about advancing games as art and one of the ways we can do this is opening up the range of emotions that we have in games and realising that the exploration of these emotions is fun.

Fun isn't just mastering head shots, fun is exploring our emotions and learning about ourselves in the process. Even if something is hard work or gives off negative stimuli, it can still be fun. I want to see games that are experiences rather than expanded demos. I cried three separate times during Metal Gear Solid 4. We have achieved games that makes us cry. Now we need to make games that go beyond that. Chainsawing dudes in half is completely satisfying but perhaps we can have a game where the fun is derived from working through the guilt and disgust that cutting someone in half could bring.

3 comments:

  1. "We have a games industry where fun is measured in 30 second increments rather than over the entire period of playing the game."

    I'm not sure that's wholly true. I'd say the moment to moment gameplay is indeed the thing that gets the most attention, but good designers should be thinking about more than that. RE5 as the current case in point - the most fun I'm having is from finding and upgrading weapons over the course of hours, and the decisions I make in that timeframe. There are lots of other games that you can point to as examples of fun being designed over a longer period of time than it takes to score a headshot. Zelda's another good one, as is just about every Blizzard game going.

    The question as to whether we can ever do the "Requiem of Dreams" of games is a trickier one, especially in the context of having fun. I don't think many people would describe the experience of watching that film as a fun one. You can be moved by it, you could even stretch it so far as to say you enjoyed the experience of watching it, but I don't think fun's the word you'd use to describe it to someone else. Popcorn films are fun, that one isn't. It's bloody hard watching.

    Now the movie industry is in a position to make games like that. It wasn't prohibitively expensive to make, and I wouldn't be surprised if it had made its money back and then some. But it was never going to be a summer blockbuster. You couldn't piss a couple of hundred million away on it and make it a successful film (financially speaking). Not enough people are open to that kind of experience - they want Transformers and Star Wars. In the same way, the big budget blockbusters of the games world are going to continue to be popcorn movies based on quick satisfactions and splurgy headshots. But I do think there's a place for the kind of stuff you're talking about in small, low budget indie games - and so it's satisfying to see games like Braid giving it a shot.

    The more that's proven in that arena, the greater the chance we have of ultimately producing the crossover success - something like Saving Private Ryan (which I think is a much better example of a game that has a chance of reaching the mass market as opposed to a purely cerebral emotional experience - it still has headshots!).

    Also, I'd say that there are plenty of games that already work on the same negative emotions as horror films - I think those are particularly easy to get in games - fear, disgust, foreboding.

    Beyond that, though, there's a lot of good in what you're saying. Was a good read.

    "I cried three separate times during Metal Gear Solid 4."

    Pussy.

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  2. What I meant by the 30 seconds of fun is that so much of a game is judged by short demos. Publishers sign games based on a 5 minute vertical slice and and hype is built by small demos given to the press and hyperactively cut trailers.

    What I was trying to say with my Requiem for a Dream comment was that working through that amount of emotion and coming out the other side is what I would describe as fun. A gut punch of misery is not fun but getting through the experience and learning something from it is something I would call fun.

    Cheers for commenting Gav!

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  3. I was thinking about this last night, and if I had to define "fun", I'd say it was self perpetuating pleasure. What I mean by that is that the pleasure you get from an action gives you the desire to experience more and so on.

    The only thing that can interrupt this cycle is an exterior influence, be it your mum calling you down for tea, or a broken game mechanic. That isn't to say it ends when you stop playing, itself perpetuation continues sometimes for days afterwards as you regale your exploits of said game to your friends.

    If there is anything that needs to be bottled and sold, it's that.

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