Iâve always liked the idea of classifiying different kinds of fun. After stumbling upon many different models (see end of post), Iâve decided to make my own classification.
Curiosity: The fun you get from good scripting, storytelling, dialogue, humor, drama, comedy⌠The power of discovering stories and information. You can find this in some books, movies, TV series and movies. Answers to âDid you like the story?â.
Property: This is the kind of fun you get when you achieve something new or acquire new stuff. Common in games with lots of items, achievements, upgrades and similar systems. A sense of this can be found by asking âHow rich do I feel inside this game?â.
Feeling: This is the fun associated with harmony and pleasure of the senses. You get this when you feel something beautiful, either visual, aural or by any other way. Answers to âHow nice does this game look/feel?â.
Expression:Â This is the kind of fun you get when you feel your actions have an impact inside the gameâs world, when you feel free to go a billion ways. Examples: improvising when playing a musical instrument or playing with Lego blocks. Answer to âDid you feel you could do anything?â.
Power: You get this kind of fun when the right amount of difficulty is put into place, for example in a Tennis match between two players of similar skill. Be careful though: if too much power is granted to the player, the game gets boring. Ask âWas the game too difficult?â.
Operation: The kind of fun you get when you turn your mind off and let the time go by. Typical of casual games, Sudokus, and other mechanic tasks. Answers to âDid you always know what to do next?â.
Company: The kind of fun you get for sharing an activity or interact with other people in any way. Common in team sports, social games and ranked games, leagues, etc⌠Answers to âDid you have fun playing with others?â.
Immersion: The kind of fun you get for diving into the gameâs universe. A good interface is key to achieve this, but also player connection to the game universe, like in some IPs (Star Wars, Pokemon, LotR, etcâŚ). Answers to âDid you feel into the gameâs world?â.
Comparison to other models:
Marc LeBlancâs â8 Types of Funâ: I liked the number of categories and most were definetly well placed, but I believe the term âAestheticâ was misplaced, âDiscoveryâ was conceptually too close to âNarrativeâ. âSubmissionâ was also a weird one and âChallengeâ was opposite of fun, since that kind of fun comes from âSkillâ actually.
Maslowâs, âHierarchy of Needsâ: all the levels except âphysiologicalâ blended well enough with my model:
Safety = Curiosity + Property = Owning knowledge/items
Belonging = Company + Immersion = Being part of people/world
Steem = Feeling + Expression = Being unique
Self-Actualization = Power + Operation = Improving oneself
Bonus track, âBiblical Sinsâ: Ok, I had to show this one because it did fit so nicely. It has some flaws (specially with âLustâ and âEnvyâ) but you can imagine the equivalent:
Greed: excess of âPropertyâ.
Glutonny: excess of consumption (excess of âFeelingâ, in a more broad sense).
Pride: excess of âExpressionâ.
Wrath: excess of âPowerâ exertion.
Sloth: doing the least possible âOperationsâ, being inactive.
Lust: wanting to be in âCompanyâ more often than not. Again, the sin is more specific here (you can hang out with your friends and family as much as you like! :D).
Envy: wishing for someone elseâs situation, for âImmersionâ in the other personâs world.
Original Sin: eating from the tree of knowledge, or having an excess of âCuriosityâ.