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What makes games fun?
Creating Enhanced Play

Jani Cortesini
Extra Life: A Gaming Event for Brands
26th Oct, 2011
Game doesn’t automatically =
           Fun
Play = Fun
A well designed game feels
   like enhanced play
So, what does play feel like?
And how do we design a game
    that enhances play?
Anticipation




 Poise                     Surprise




           play

Strength                   Pleasure




           Understanding
Anticipation




 Poise                     Surprise




Strength                   Pleasure




           Understanding
The perfect balance between these
   two emotions is called ‘flow’




     Mihaly Csikszentmihalyi – Flow: The Psychology of Optimal Experience
Flow is enhanced play
A well designed game is all
about keeping a player in ‘flow’
Challenge




Skill
Challenge




Skill
Challenge




Skill
How do we keep players in ‘flow’?
How do we keep players in ‘flow’?

   Interesting goals to master
         Clear feedback
       A meaning for it all
How do we keep players in ‘flow’?

   Interesting goals to master
         Clear feedback
       A meaning for it all
A set of goals to achieve within
      a given set of rules
A set of interesting goals to
achieve within a given set of
      interesting rules
But not just goals,
it’s goals that get progressively
        harder to master
It’s easy to tell what games my husband
enjoys the most. If he screams, ‘I hate it, I
hate it, I hate it,’ then I know two things:

(a) he’s going to finish it, and then (b) he’s
            gonna buy version 2



       Nicole Lazzaro – The Future of UX is Play
The mix of success and failure on
the path to game mastery is the
    ultimate emotional high
Fun is another word for learning




     Raph Koster – A Theory of Fun for Game Design
Challenge




Skill
Interesting goals to master
      Clear feedback
    A meaning for it all
Interesting goals to master
      Clear feedback
    A meaning for it all
Meaning helps create ‘sensual’
         immersion
Meaning is a gateway into ‘flow’
Imagine Chess as Macbeth




  Clint Hocking – Immersive Fidelity in Games
In conclusion...
Challenge




Skill
Interesting goals to master
             +
      Clear feedback
             +
    A meaning for it all
Interesting goals to master
             +
      Clear feedback
             +
    A meaning for it all


  =
Thanks!


jani.c@inferno-group.com

ingiro.tumblr.com
Useful links and sources
Flow in Games - http://www.jenovachen.com/flowingames/introduction.htm

Flow: The Psychology of Optimal Experience - http://www.amazon.com/exec/obidos/tg/detail/-
/0060920432?_encoding=UTF8&m=ATVPDKIKX0DER&v=glance

The Future of UX is Play - http://www.slideshare.net/NicoleLazzaro/ux-week-the-future-of-ux-is-play

I-Fi Immersive Fidelity in Games - http://clicknothing.typepad.com/ and here

Designing for Engagement and Sustained Satisfaction – www.immersyve.com

Meaningful Play. Getting Gamification Right - http://www.slideshare.net/dings/meaningful-play-getting-gamification-
right

Loving your player with Juicy Feedback - http://www.cs.northwestern.edu/~hunicke/

A Theory of Fun for Game Design - http://www.raphkoster.com/

Peering into the Black Box of Player Behaviour: The Player Experience Panel at Microsoft Game Studios -
http://www.gdcvault.com/play/1012646/Peering-into-the-Black-Box

Ludology meets Narratology - http://www.ludology.org/articles/ludology.htm

Play - http://www.stuartbrownmd.com/

All round essential reads – www.gamasutra.com / www.insidesocialgames.com / www.gamepro.com

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What makes games fun?

  • 1. What makes games fun? Creating Enhanced Play Jani Cortesini Extra Life: A Gaming Event for Brands 26th Oct, 2011
  • 2.
  • 5. A well designed game feels like enhanced play
  • 6. So, what does play feel like?
  • 7. And how do we design a game that enhances play?
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  • 9. Anticipation Poise Surprise play Strength Pleasure Understanding
  • 10. Anticipation Poise Surprise Strength Pleasure Understanding
  • 11. The perfect balance between these two emotions is called ‘flow’ Mihaly Csikszentmihalyi – Flow: The Psychology of Optimal Experience
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  • 14. A well designed game is all about keeping a player in ‘flow’
  • 18. How do we keep players in ‘flow’?
  • 19. How do we keep players in ‘flow’? Interesting goals to master Clear feedback A meaning for it all
  • 20. How do we keep players in ‘flow’? Interesting goals to master Clear feedback A meaning for it all
  • 21. A set of goals to achieve within a given set of rules
  • 22. A set of interesting goals to achieve within a given set of interesting rules
  • 23.
  • 24.
  • 25.
  • 26. But not just goals, it’s goals that get progressively harder to master
  • 27. It’s easy to tell what games my husband enjoys the most. If he screams, ‘I hate it, I hate it, I hate it,’ then I know two things: (a) he’s going to finish it, and then (b) he’s gonna buy version 2 Nicole Lazzaro – The Future of UX is Play
  • 28. The mix of success and failure on the path to game mastery is the ultimate emotional high
  • 29. Fun is another word for learning Raph Koster – A Theory of Fun for Game Design
  • 31. Interesting goals to master Clear feedback A meaning for it all
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. Interesting goals to master Clear feedback A meaning for it all
  • 37.
  • 38.
  • 39. Meaning helps create ‘sensual’ immersion
  • 40. Meaning is a gateway into ‘flow’
  • 41. Imagine Chess as Macbeth Clint Hocking – Immersive Fidelity in Games
  • 44. Interesting goals to master + Clear feedback + A meaning for it all
  • 45. Interesting goals to master + Clear feedback + A meaning for it all =
  • 47. Useful links and sources Flow in Games - http://www.jenovachen.com/flowingames/introduction.htm Flow: The Psychology of Optimal Experience - http://www.amazon.com/exec/obidos/tg/detail/- /0060920432?_encoding=UTF8&m=ATVPDKIKX0DER&v=glance The Future of UX is Play - http://www.slideshare.net/NicoleLazzaro/ux-week-the-future-of-ux-is-play I-Fi Immersive Fidelity in Games - http://clicknothing.typepad.com/ and here Designing for Engagement and Sustained Satisfaction – www.immersyve.com Meaningful Play. Getting Gamification Right - http://www.slideshare.net/dings/meaningful-play-getting-gamification- right Loving your player with Juicy Feedback - http://www.cs.northwestern.edu/~hunicke/ A Theory of Fun for Game Design - http://www.raphkoster.com/ Peering into the Black Box of Player Behaviour: The Player Experience Panel at Microsoft Game Studios - http://www.gdcvault.com/play/1012646/Peering-into-the-Black-Box Ludology meets Narratology - http://www.ludology.org/articles/ludology.htm Play - http://www.stuartbrownmd.com/ All round essential reads – www.gamasutra.com / www.insidesocialgames.com / www.gamepro.com