Week 6 ARDN611
Secret to fun.
I really enjoyed this talk, it highlights the difference between gamifying something and actually making it fun, games arenāt fun because theyāre games, theyāre fun because they allow for play in a given context. I mentioned near the beginning of the semester one of the talks at NZGDC by Jimmy Baird a lead game designer at Magic LeapĀ and how he put forward the idea that anyĀ āgameā that exists, exists in our minds and everything outside of that e.g the board and pieces or the software thatās running can be more thought of as a toy that facilitates play and allows for the game to be made in our mind than the actual game itself. The games are fun because the toys used for them provide a high capacity for play and interaction. i think this is particularly relevant to this talk because of the emphasis on play which revolves around interaction with theseĀ ātoysā. The fun comes from the capacity to play with the toy and the emergent scenarios that result from such. Simply inserting game-like qualities into something that doesnāt already provide capacity for play or failing to provide capacity for play together with theĀ āgameā fails to make it anymore engaging than it was before.Ā
NZGDC Talk Jimmy Baird Broken Toys and Borrowed Dreams
https://www.youtube.com/watch?v=4rdzs4OK4yY&t=0s&list=PLHvYfcRJ9kWyOcdL4GOIUgivYs2OSKpvm&index=19
John Blowās Prototyping
coming from a more technical side of things i definitely see the value of prototyping around a single mechanical concept, personal experience tells me that when youāre trying to test more than one thing at a time it becomes immediately more difficult to understand how to take holistic player feedback and use it constructively. often a game built around one mechanic polished to a high degree will carry you much further than a game that splits itās development over a few half baked ideas.Ā
Play without PixelsĀ
the section on the mda framework and itās basis in software development was interesting, i like how everyone agrees on the fact that fun is such a nebulous and vague concept, and i thought the statement that a lot of games these days arenāt trying to directly createĀ āfunā was worth making a note of though i donāt know if the examples of horror games and such were a great example. concerning paper prototyping itself iāve seen itās value firsthand in some of the uni projects iāve worked on and can say that itās definitely worth going over the rough idea in paper before even touching a computer for game development.Ā
to be continued

















