Lukáš Pelant, 471 607 A Theory of Fun for Game Design a book review or something like that Before the begining of this semster, I decided to attend GDI classes just because I thought it would be fun to spend some time with guys from faculty of informatics as I have been studying psychology for the last 6 years, which means the last time I have seen a man as a classmate was during high school. But I got sucked into reality of game design and I am not sure if I will ever be able to return back to being normal. Have I finished my masters thesis for which I have last 4 months left? No, but I 3D printed 4 alternative versions of „Settlers of Catan“, started 2 „Dungeons & Dragons“ campaigns for my friends, spent two weeks by updating the html videogame I made for the homework, designed and tested 2 of my own board games which I once forced my friends to play about 48 hours straight and am now forcing those 2 guys I am in GDI group with to actually release the game we made for the class. If I fail to finish my masters, I will tell my parents that ZZ is responsible for that. As I enjoyed all the time I spent with games, I felt like reading 800 pages about games while I should be studying new international mental disease classification would be a lot, so I skimmed through all of the book suggestions and figured this one woud be the easiest. You writing „too easy“ next to it helped quite a lot, humans tend to be very lazy as it is pointed out in the book multiple times and indeed, I am very human. I also felt that if I will have to read more about social psychology, linguistics, Mike Csikszentmihalyi or „the basics of cognition“, I will jump out of the window and this book felt very human. I still had to read about „flow“ again and got striked with the definition of cognition about three times, but that is still good compared to those unholy semantic and cognition filter studies we have to read in psychology classes. As a language module I am not fully capable to give thorough review … Ok, sorry, I just had to get all the jokes out of my system. The actual review is going to start now, this was just my way of saying: Thanks, I had a lot of fun and actually learned a lot. I never realised how much are board games actually my passion until now. Raph Koster is a funny guy and one can see (read) that he loves games with his whole heart. The book is short, but full of really good points I actually used during the process of adjusting my game. Each chapter is usually a bit of philosophing and applying discovered on gaming and the state of „having fun“. The very first observation in the book was about how kids are attracted to games and I realised that unless the game is too complicated or focused on adults, kids are the best testers. So I invited some older kids from the summer camp I organize and tried the games I have been working on with them and I realised that the first one is too complicated, second one is too boring and the last one is too ridiculous. They heleped me a lot and just this one thing was valuable enough for the book to be worth reading. And that was page 3. There are many Yoda-like wisdoms and many casual notes that hit me. One of them was: „Games that are too hard kind of bore me, and games that are too easy also kind of bore me.“ That led to two things: I decided to reduce the number of rules in all the games I was working on and I finally uninstalled Dark Souls, because I realized I hate it. Another thing that touched me was how Koster described people as „pattern making machines“. I felt that in my bones as I remembered the time when I discovered fractals and decided to study the heck out of them which resulted in me taking gestalt psychology courses and almost becoming insine while discovering all the pie and phi related geometrical patterns around us. I also thought a lot about how I find hexagonal grids so satisfying in games, so I 3D printed a grid with 400 hex pieces and started experimenting with different patterns and I learned two things: Simple patterns work better for games and I probably could have just printed 40 pieces instead of 400 and it would have been enough. But really, I am familiar with my megalomanic tendencies, but I trully learned that it is better to use simple concept and smaller amount of everything and work on perfecting the formula, rather then trying to go big in every direction. It also seems important to look at my games as a cluster of patterns and search for the balance between variability and graspability. Koster then wrote about „chunking“ which is the process I am very familiar with from the perspective of cognitive sciences and I decided to apply the rule of 5 ± 2 on all of my games. I checked even the more complex board games I have, like Civilization or Terraforming mars and I realised that they also follow this rule – use 3 to 7, ideally 5 basic rules and make them work very well. Then I tried to play „The War of the Ring“ and confirmed that it is not fun to study rules for 4 hours before the actual begining of the game. Another good point was reading about how games are just like puzzles to solve. I started to think about all my games as puzzles, where each decision needs to „click“ and wrong choices must be punished to throw you back a little, but not make you unable to solve the puzzle. That brought me to balancing our game for the class and we had to rewrite some movement rules as sometimes the game was too harsh on the player. We also cut out some content as it was just extra seasoning but did not add to solving the puzzle – finishing the game. The part of the book about dopamine and endorphine rushes was optimistic. I wrote many papers about videogame addictions and I figured that the people that created lootbox systems and „something rush or clash games“ know very well about the exact way our dopamine system works and they should not. I work mostly as a child psychologist and those things are simply too addictive for kids to resist. I feel like game designers should know about endocrine systems, but not to use that for making games more addictive, but for being ethical and making them adequate. It is very easy to make something so catchy that you can’t stop, when you understand dopamine cycles, adrenaline and cortizol rushes, endorphine uptakes and serotonine pathmaking, but it does not mean one should just do it. The author uses the word „grok throghout the book, which means „completly understand the game in a way that the observer becomes the part of the observed“. I feel like that is what happened to me with „hearthstone“. I mastered it, loved it and even got paid a lot by playing, but after some time I had to stop playing because it felt like an infinite loop with all the new additions and it took too much of my time. But it was amazing fun. I like it when I can „grook“ the game. Not just win, but explore every detail and break it to understand the very core under the surface. I want all the secrets, I want all the extra tasks, then I want to find all the bugs and then I want to say: „Yeah, that was fun, time to move on“. Because I want the experience to finish. I am not 20 anymore and my time is precious. And I realized that I don’t want to play infinite games anymore. And that stupid word „grok“ actually helped me a lot. I want to make games that are easy to learn, hard to master, but actually „grokable“ in some adequate time, so people can move on. If I had to describe all the wisdom obtained from the book, this paper would be too long, so I am going to skip a lot, but another thing that felt important was the chapter about the fact that playing is not childish, it is the best instrument to learn something. And I work as a preventist and teambuilding lector, so games are thing I use the most in my work. But I feel like I use „the best games“ only with kids and I reduced the „playtime“ while working with adults. The book made me realise that I might start using more psychological games even with adults. In the book there was this sentence: „Games almost always teach us tools for being the top monkey“. And I realised the beauty behind those psychological games I use is that they are not „top-mokey“ or competition oriented, they are very specific and are used almost exclusively by psychologists and summer camp and teambuilding animators to induce contemplation on some topic or make people work as a team and I always used those proven ones, but it might be a good time to create my own ones. I even started to think about about using games as a part of therapy. But I will take this thought somewhere else. This topic brought one more quest: Think about a new game concept that in its core is not about aiming, territory, timing, projecting power or hunting. Still makes my gears turning. A lot of book is about how we „dress our game“. The basic mechanics are what the game really is, but the appeal often comes from the aesthetics. I relized that I recycle the topics I like. The same way I played only mage in those 7456 RPGs I use similiar fantasy settings for all my games. The quest is to think outside the box and try to come up with some new aesthetics and maybe even leave my beloved hexes. But on the other hand, I would like to work on what I love and it is a nice to picture to create my own „board game wrold“ with many games in one expanding fantasy reality once. But it seems important to balance my own OCD and what is generally appealing, because I want to make games for others, not just myself. I also liked to read about different ways we can think about fun: sense-leasure, make-believe, drama, obstacle, disovery and so on. I agree with the author – fun is mastering the problem mentally. There are other things that are also fun, but this is what I enjoy. This is how I enjoy games – by understanding them, this is why I enjoy psychology – I can understand a bit more about people, myslef included and this is why I love being a student in general, I just love figuring out how stuff work. It seems crucial to understand how am I going to make people have fun. Although it comes naturally, it seems important to stop and think about the exact „fun elements“ of my game, so I can identify the „blind spots of boredom“ or low flow. I believe that the book might be too easy for someone experienced in the game design, but I have discovered many pillars on which I can build my games on, like I should always incorporate those elements: - Players need to have some options for preparation that affect their odds of success. - There must be a feeling of space in which players create relationships between each other and between them and the game itself. - A core mechanic is usually small, but elegant rule. - I have to think about the range of a challeneges and how they change within the rules. And I need to consider necessary skills for players to suceed. - The range of abilities needs to be high enough to be fun, but small enough to not get overwhelmed. (I just rembered WoW in its prime.) - The results of encounters should not be completely predictable. - High-level players can’t be able to feed on inexperienced players. - Failure must have a cost - There must be anough different ways to „solve the puzzle“. This is now my checklist for making games. One of the last good reminders from the book: People are lazy. (I am a human and can confirm.) I have to work with that, so things need to be challenging to be exciting, but not too challenging or people will be too lazy to solve the problem. It seems obvious but my megalomanic me needed a reminder that that 400 hex board game for six players with building your kingdom and armies and learning spells and conquering borders and fighting monsters was a little bit too much for a board game. But I was asble to break it down and now I have enough material for at least 3 other games. That’s it. Is this a good book? I am no critic, but I sure enjoyed it. I guess that most of the information are obvious to someone working in the field, but for me as a psychologis and a beginner in game design, it was fresh and good food for thoughts. And there is a lot of funny cartoons which is a big plus. But really, the author knos what he writes about and goes to the point after short philosophical windows. I got a lot of value from reading it and I was able to make my games much better in quite a short time thanks to it.