A Theory of Fun
Gamecraft13 Maj

A Theory of Fun

Blake and Mitch discuss the possibility that games -- mainly mobile and live service games -- have concentrated on providing fun through progression and engagement mechanics rather than fun in the game experience itself. They point to signs that the market is showing signs of a backlash -- and a re-focus on fun game play -- and the potential implications of that backlash in the marketplace.

They discuss a working "theory of fun" based on three core elements: mechanics that elicit emotions, elegance, and enjoyable experiences at each temporal layer of gameplay.

The hosts look at examples of good and not so good design from the perspective of this theory of fun. They highlight the way Nintendo's games succeed at delivering fun. They also look at one of the best examples of progression-based fun, Royal Match, and how it "solves" a fun but repetitive gameplay pattern with various meta-game challenges and incentives.

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Avsnitt(37)

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