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A Theory of Psychological Fun in Feature Design
Josh Smith
[email protected]
Contents:
Using this Index
Prologue
Introduction
Fun Factors:
1) Short Term Goals
2) Personal Distinction
3) Random and Fixed Rewards
4) Distinct and Meaningful Choices
5) Longterm Goals
6) Twitch or Adrenaline based Gameplay
7) Discovery
Examples Explained
Using this Index:
As I've yet to get the time to convert this into an HTML file, the best I can offer to those wishing to skim is the contents section above. You can skip straight to the examples or the examples explained section of a factor by adding .e or .ee respectively. 1.e leads to Short Term Examples and 1.ee leads to Short Term Examples Explained.
Prologue:
I'd like to make a note that this document contains little to nothing about plot, narrative, user interface, graphical design, game balance, AI or any other game feature that doesn't revolve around "fun". This isn't meant to be a design bible and I don't want to demean those aspects of game design by poorly covering them. I'd also like to make a note that this document is under full copyright for the time being. Please get the author's permission before distributing it. This copyright status may change in the near future once the document is complete, but for the time being I'd like to keep it to a small, select group of readers. Thanks, and enjoy!
Introduction:
This document is essentially a short list of elements I believe make up "fun" in gameplay features. They're primarily psychological in nature, although not so far as to go academically, and were meant to be the guidelines for feature creation in casual games. When I talk about features I'm talking both about individual gameplay features such as combat or base build, and about entire games in and of themselves (such as Tetris). Many of the examples given in this document actually have explanations in the "Examples Explained" section for those of you wanting further context or a bit more information. This was done to keep the general gist of the document light on the eyes for skimmers, but allow for more indepth explanations further on.
Due to the absence, or my ignorance, of language describing the factors that make up fun, for the intent and purposes of this document I will call them "fun factors". Ideally, a game system should be designed with these factors in mind and each feature should be analyzed for appropriate amounts of factors and if any new ones need to be added or can be refined. Different factors apply to different market types and have been analyzed through hundreds of games over the years either throguh personal experience, observation, or the accounts of others. Each of these fun factors have been through a preliminary research trial consisting mainly of (as unbiased as possible) interviews and small focus groups delving into the level of "fun" that they create for different playertypes. However, since this is very much a soft science, nothing can be definitive. The author welcomes feedback at [email protected] .
That said, here are the factors:
Fun Factors:
1) Short Term Goals: Short term goals are essentially what tell the user "What next?" They're what make up the user's experience from the core and it's a good idea to make sure you have many of them. In order to prevent boredom there should be a wide range of goals in varying difficulties, but make sure to include easily achieved ones early on and sporadically throughout the game in order to keep players interested and playing. It's always nice to get that quick and easy gratification.
One of the biggest reasons I've observed for people getting bored with a game is lacking something obvious for them to do/achieve that still provides a worthwhile return for them. Another problem can be an abhorrently large amount of time (whether through failure or sheer amount of work) to actually achieve the goals they currently have. This isn't to say that all goals should be easily or quickly gained, but if you have some that eventually get time consuming (such as levelling) it's a good idea to have many other easily gained ones to supplement the fun. This can't always be handled efficiently without a lot of new content, but depending upon your game design you might be able to fit some things in. Below are a few examples of Short Term Goals commonly found in games:
1.e)
- Defeat the Foe
- Solve the Puzzle
- Acquire the Item/Equipment
- Level Up
- Uncover the Plot Element
- Match Three of the Same Item
- Perform an Aspiration
- Grab a Power-Up
- Gather Appropriate Resources
- Kill the Boss
- Uncover New Content
2) Personal Distinction: Personal distinction has a lot of meanings in this context, but I think they all fit the same essential factor. From the appearance of the player, to the choices they make during quests, all the way down to the distinctive way they play a level or react to a situation. Even their level or rank within a system can be seen as a form of personal distinction. This factor isn't about meaningful choices, it's about the different ways the player can distinguish themselves from their peers. It's also about the way we design our features to allow their personality or egos to seep into their gameplay.
Essentially, the more a player is able to distinguish themselves, even through non-tangible gameplay gains (such as clothing), the more enjoyment a player can get out of this factor. This isn't to say that personal distinction can't be merged with increased player power to grant even more fun, but I see them as two very seperate factors. Here's a few examples which might further elucidate my viewpoints, if I've failed to explain my point thoroughly, you can find more information in the "Examples Explained" section.
2.e)
- Clothing
- Unique Items
- Houses
- Character Level
- Medals/Awards
- Equipment
- Character Customization
- Multitude of Weapons (Not necessarily the best though, think Chainsaw in Doom)
- Powerups (See Previous)
- Branching Quest Paths
- Player Plot Advancement
- Base/House Design
- Scriptable Content/ Content Creation
3) Random and Fixed Rewards: This particular factor should be obvious to 99% of game developers, and for good reason. It is by far the most important aspect of player fun and gameplay design. Simply put, we provide a worthwhile reward for completing a goal and sometimes we provide an occasional reward for completing another goal. It's imperative that rewards are appropriate for the activities we intend players to complete. A sidenote, proper reward design can even be used as a way to discourage players from performing a particular activity. One example goes back to text based MUDs where a few choice MUDs would give less "experience" for killing the same enemies repeatedly.
As far as randomly scheduled rewards go, extra care is needed to ensure that they're worthwhile enough for players to not cause frustration due to the large amount of work involved. An exception to this rule is rewards that the player knows may not be worthwhile all the time, but do have a potential to be extremely worthwhile such as random objects from Diablo. This isn't to say that every random reward should be the best item a player can get, but the designer should design the system in a way that the reward has some value to the player, whether for power, resource collection (selling), or even just vanity. This examples section is split into two parts, Fixed Rewards and Random rewards. Here's the Fixed:
3.e)
- Experience Gain upon a Kill
- Gold/Resource Gain
- Bright Lights/Loud Sounds upon Winning at Slots
- Levelling upon Reaching the Experience Quota
- Goal Achievement Indicator (Platinum Aspiration Bar, Next Level after Boss Defeat, etc)
- Promotion of a Chess Piece
- Scoring of a Goal
- Healing/Powerups (In most cases)
And now the Random:
- Rarely Dropped Items (The Ogre has a 1% chance of dropping the Club of Elf Bashing)
- Rarely Dropped Powerups
- The Jackpot
- Bonus Prizes/Games
- Secret Content (Levels/Bosses)
- Randomly Generated Items
- Surprise Reinforcements
- Bonus Plot Development
4) Distinct and Meaningful Choices: This one has been the mantra of the industry for years, and it's no surprise. There have been many great articles on this subject, so I'll keep this short and sweet. The game, and by contrast the game's features, should be constructed in a way that the player is put into situations with a wide range of possible reactions. Ideally, there should be no "most efficient" solution, otherwise it's no longer a choice. If the player finds the most efficient solution and it remains so over other situations, they'll have no reason to look for new choices and the "choice fun" will be pretty well equal to that of web browsing (point and click).
Upward advancement is the method typically used to increase the range of choices, as well as increase the difficulty and modify the "most efficient" solution. This typically requires new content, but depending upon the overall design of the game it may be justified. Outward advancement is also an option, albeit not as heavily used as upward. Outward advancement focuses around giving the players new options that are just as powerful, but open up new lines of strategies to tackle the same problems. Basically, it creates the opportunity for a few new solutions, but each new solution is no more efficient than what the player already has. This of course requires a bit more initial thought than just upgrading weapons and enemies, but it can work as a nice reward and it adds to "Discovery" which is covered a few sections below.
The example set below focuses more on the tools we can give players to increase their choices rather than the situations designers should be developing to require them:
4.e)
- Chess Pieces
- Better Buildings
- Chess Promotion
- Unique Weapons/Items
- Special Skills
- New Furnishings for Sims
- Unique Pets
- Unique Allies / Friendly Characters
- Special Physics/Items (Rubber Grenades that bounce depending upon thrown angle)
5) Long Term Goals: This is one of the most overlooked factor I've seen in a lot of games today, especially "casual games". Just because it's casual doesn't mean we shouldn't make it replayable. I've observed that the best way to create proper long term goals is through open ended systems by which players can create their own goals. This isn't to say designer created goals aren't significant, they're very much significant and worthwhile for replayability and can add a lot to any game. However, extending our systems to be condusive towards player contrived long term goals can be an efficient way of attaining the coveted "replayable" mark. Here's a few examples of both:
5.e)
- Collect All Weapons
- Unlock the Hidden Character
- Unlock the Special Endings
- Score at least X Points
- Beat the High Score
- Raise Sim from Baby to Old Age
- Reach Maximum Level
- Buy Everything in Game
- Create Own Challenge Mode (Materia Free in FF7 is one I remember)
- Create a Theme Character/House (Assuming it's costly to do so)
- Beat All Mini-Games
- Reach Top Rank in PK
- Complete all Side-Quests
- Do every Side/Branch of a Quest (Evil, Good, Neutral, Main Character, Auxillary Character, etc)
6) Twitch or Adrenaline Gameplay: Twitch, or fast paced gameplay, is probably one of the most obvious of all the fun factors I've listed here. It's used heavily in FPS, RTS, MMOs, and just about any other abbreviated gametype name we have. This goes hand in hand with meaningful choices, but it also has its own unique sides. When we talk about twitch, we're not just talking about quickly responding to a situation. Even hitting the button at the right time can end up a fun experience for players, often times due to the adrenaline from having to make such a quick response. There's many ways that this factor can be worked into a game, but its primary use is in the moderate - hardcore gamer market. Here's a some examples:
6.e)
- Aim and Shoot
- Save the Hostage
- Turn the Sharp Corner
- Dodge the Cops
- Hit the Middle of the Meter
- Jump the Fireball
- Heal Just in Time (Usually due to sliding damage)
- Steal First Place
- Land the Instant Kill
- Jump the Platform
- Evade the Attacks
7) Discovery: This is probably the least time efficient of all the fun factors to create, but one of the most important for long term fun and a nice feeling of depth. Discovery not only gives players something to do while they're in the midst of the game, it also offers a wide range of replayability if you have to make distinct choices in what you choose to discover in your first few playings. However, that's not all there is to discovery, it can also be as inadvertant as a player trying to discover the game balance formulas or the gears behind a system. Designing discovery can be tricky and time consuming, but the examples I give should hopefully open up a few ideas:
7.e)
- Plot Discovery
- Different Endings
- New Items
- New Content
- Character Discovery
- Best Weapon
- Most Efficient Route in a Situation
- Balance Formulas
- Fighter "Styles"
- Hidden Quests
- Mix and Match Systems (Rikku's Mix from FF10)
- Best RTS Base Design
- Multiple Solutions
- Actions Having Long-Term Affects

