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AFT710 FUNDAMENTALS OF GAME DESIGN
Eight Kinds of "Fun"
1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
Examples
For example if you take game like Quake, Final Fantasy and The
Sims, they are all fun but each one of them has a very different
aesthetics components
Quake: Challenge, Sensation, Competition, Fantasy.
The Sims: Discovery, Fantasy, Expression, Narrative.
Final Fantasy: Fantasy, Narrative, Expression, Discovery,
Challenge, Submission.
1st pass
First Pass
Consider an example Babysitting game [Hunicke, 2004].
Your supervisor has decided that it would be beneficial to
prototype a simple game-based AI for tag. Your player will
be a babysitter, who must find and put a single baby to
sleep.
The demo will be designed to show off simple
emotive characters (like a baby), for games targeted at 3-7
year-old children.
2nd pass
Second Pass
Now, consider a variant of this same design and aimed at 7-12
year-old-girls. Aesthetically, the game should feel more
challenging.
3rd pass
Third Pass
Finally, we can conceive of this same tag game as a fullblown,
strategic military simulation . the likes of Splinter
Cell or Thief. Our target audience is now 14-35 year old
men.
Class task
Explore the game mechanics of a game with the help of
gamepaly.
Write down mechanics and discuss with me.

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5 lecture (fun and passes ) 1 2-2021

  • 2. Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Submission Game as pastime
  • 3. Examples For example if you take game like Quake, Final Fantasy and The Sims, they are all fun but each one of them has a very different aesthetics components Quake: Challenge, Sensation, Competition, Fantasy. The Sims: Discovery, Fantasy, Expression, Narrative. Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission.
  • 4. 1st pass First Pass Consider an example Babysitting game [Hunicke, 2004]. Your supervisor has decided that it would be beneficial to prototype a simple game-based AI for tag. Your player will be a babysitter, who must find and put a single baby to sleep. The demo will be designed to show off simple emotive characters (like a baby), for games targeted at 3-7 year-old children.
  • 5. 2nd pass Second Pass Now, consider a variant of this same design and aimed at 7-12 year-old-girls. Aesthetically, the game should feel more challenging. 3rd pass Third Pass Finally, we can conceive of this same tag game as a fullblown, strategic military simulation . the likes of Splinter Cell or Thief. Our target audience is now 14-35 year old men.
  • 6. Class task Explore the game mechanics of a game with the help of gamepaly. Write down mechanics and discuss with me.