Talk:Design questions and answers
From PEG wiki
Hey, I found the "Eight Kinds of Fun" breakdown, originally by Mark LeBlanc (I think). It's a neat little idea that I've found useful in helping me find my focus.
Note that this list is orthogonal to game "genres" such as action, role-playing, strategy etc. For instance, simulations and RPGs may be completely different kinds of games, but they both often rely on Discovery (discovery of system principles in one case, and discovery of game world in the other). On the other hand, Fallout and Dungeon Siege may be both called RPGs, and both have a strong element of Discovery, but the former is more about Narrative and Fantasy, while the latter is more about Challenge and Submission.
As far as I know, no one ever claimed that the list is exhaustive.
Sensation Game as sense-pleasure
- Come to think of it, a major element of fun in e.g. Settlers games was looking how the buildings and new lands look like and how all those little people perform their duties. So I guess yes, if we can find a graphic artist willing to provide us with appropriate sense-pleasurisers we will have some element of Sensation. --M64 01:26, 31 December 2009 (UTC)
Fantasy Game as make-believe
- Certainly in the sense that we are presenting the player with an imagined and a bit unfamiliar world that he can believe in and fantasize about. Also economic games by definition fulfill that peculiar fantasy of being a ruler. --M64 01:26, 31 December 2009 (UTC)
Narrative Game as unfolding story
- Probably not - economic games are usually too high level to deliver a more intricate story. Perhaps some emergent storytelling a`la Sims might happen, but this is rather not an explicit goal. --M64 01:26, 31 December 2009 (UTC)
Challenge Game as obstacle course
- Probably the most important type for this game. We are challenging player's mental abilities, mainly his far-sightedness, logical and latteral thinking. If you have some nice list of challenge types it could come in handy here. --M64 01:26, 31 December 2009 (UTC)
Fellowship Game as social framework
- As long as we don't have multiplayer - no. --M64 01:26, 31 December 2009 (UTC)
Discovery Game as uncharted territory
- To some extent - yes. The settlers are going to explore the world around them and the player will discover new game elements, rules and implications of those rules. --M64 01:26, 31 December 2009 (UTC)
Expression Game as soap box
- Probably not very much. Although just like I wrote about Narrative, with strong character focus the player might attach some additional meaning to characters' performance and thus create some player-created stories if s/he really want to, but I think that's about it. --M64 01:26, 31 December 2009 (UTC)
Submission Game as mindless pastime
- We don't want it to be mindless, right? So rather not --M64 01:26, 31 December 2009 (UTC)
So if I were to to put this in order of relevance, it would be:
- Challenge
- Fantasy
- Discovery
- Sensation
- Narrative/Expression.
--M64 01:26, 31 December 2009 (UTC)
