So I have now read the MDA paper, it defines some vocabulary that might be useful, though I usually use other words for what is described in the paper. Mechanics being the rules, dynamics being the play. Aesthetics I have a completely different view of what that word means and I think Hunckie sort of shoehorned that one in there to appeal to the artsy types. She circles around the concept of aesthetics being fun, but I don't think you can break up fun into categories and then just say "well that's the aesthetics" when in fact that word already exists in a different context. I know there is a politics of the word fun, which I myself have written about.
I agree! You don't need to necessarily break down fun into categories to try to aim toward it. But I personally find this particular lens useful in my experience of game design, as inexperienced as I may be.
Let's give this a looksee!
Every day we are busy watching out for what is ahead of us, yet it is difficult to take the time to enjoy where we are in life. Fun is fundamental for our health, our sanity, and our peace of mind – this is why it is important to rediscover that sense of joy in our lives.
In game development, there are all kinds of words wasted on the definition of fun, even though it is mostly defined by common sense. The word ‘fun’ becomes loaded with all kinds of baggage for many designers, so they try to avoid it as if it were a bad word. Anything can be construed as fun, so there is a lot of confusion about the subject.
Can't say I've had the same experience with people yet regarding thoughts on the idea of fun, yet. But I can agree that developers losing sight of their idea of fun is sad.
So what is fun then? The best answer I can give based on times I’ve said “I’m having fun” is this: Fun is taking pleasure in doing things you want to do.
I love how you put it here. Fun is, boiled down, taking pleasure in what you enjoy. And that varies from person to person, so they must take time in their lives to discover what that is.
We are assaulted with constraints and rules and people who want us to throw away our birthright of who we are and what we want to do with our time.
Can't say I wholly agree here, though the later sentiments of this paragraph I've found to be sadly true.
Rules, however, are something that I feel are vital to fun. Let's take 'tag' as an example. The game is simple and there are many variations, but the core seems to be something like this: 1. Someone is 'it'; 2. If someone is 'it', when they touch another person they become 'it.'
Rules, of course, don't define fun. Nowhere in there did it note 'running from the 'it' is where the fun is' or 'being 'it' is fun,' all that's noted are rules. People take the rules and implicitly create fun from the experience they bring about.
This is my perspective though, but I think it's a useful way to look at it.
It starts with school, then comes work, and eventually life just happens to all of us. This is why fun has an inherent childlike quality to it. Because the world does not care about what we want and often pries it away from us, let alone rewarding us for behaving in a way that we want.
This part is sad to me though. Especially because systematically, the world often does work this way and doesn't have to. I feel, as you note later, that games are a great way for people to explore what they want in a world that makes it hard to do so.
One day, I hope we can debug the 'society' game and make it easier to do things that are good for you, or making important 'adulting' necessities more fun in and of themselves. I believe we can really change the world that way through games.
What do I want? I want to play with the firetruck again. I still remember the joy of experiencing something new to play with. Something that fills me with wants and then rewards me for acting on those wants. Eventually it got harder and harder to find that joy in life because the world kept pushing me away from what I wanted to do into all the things I am supposed to do. I love experiences that feel rewarding in play, experimentation, innovation, and that have no time limits or constraints. This is why I love childlike wonder, where fun seems natural and easy.
I agree. We must all explore our lives to find fun. It is definitely useful to look from the perspective of ourselves as children to find what we enjoy for ourselves and I'm glad you found that experimentation and innovation with as few constraints as possible to be things you enjoy.
I'd love to discuss in DMs your thoughts on Zachlikes like
Magnum Opus or
SpaceChem because it feels that's a bit too off-topic, but I feel you'd have a lot to say on the matter.
Oh! And your Matchyverse games are now on my ever-growing to-play list. :D
In terms of AI being a black box: I think Hunckie has never gotten to know or friend someone who writes heavy AI code, as any proficient coder will be happy to explain exactly the mechanisms by which AI works like... a clockwork orange. So I found that to be odd that she kept harping on "We cannot know AI" but then I come from a CS background. Just ask.
But yeah, now that I've inspected the MDA thesis thoroughly I'm not really swayed by its 3-5 vocab terms. I never said 'This doesn't work' as a sweeping statement. Simply that I say no to Mumbo Jumbo, but really this isn't mumbo jumbo, its just really a bit of vocab building.
Perhaps this is a misunderstanding? I don't remember any point in the paper where she indicated that we can't know AI. In fact, I'm pretty sure this is opposite her point. This feels a bit like one of your 'knee-jerk reactions' noted in your piece above.
Is this the point in question?
Now, let us consider developing or improving the AI component of a game. It is often tempting to idealize AI components as black-box mechanisms that, in theory, can be injected into a variety of different projects with relative ease. But as the framework suggests, game components cannot be evaluated in vacuo, aside from their effects on a system behavior and player experience.
I ask because isn't this agreeing with your statement? That while it is "often tempting" to say that AI components will suddenly make a game 'fun' is fallacious? That we, as designers, must aim toward an experience we're attempting to create? Like how you noted that 'innovation' and 'experimentation' are valuable to you; I presume I could expect to find those values in your Matchyverse games?