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	<title>Comments on: Game Design &#8211; Designing the same old, same old</title>
	<atom:link href="http://aboutgamedesign.com/2009/10/14/101/feed/" rel="self" type="application/rss+xml" />
	<link>http://aboutgamedesign.com/2009/10/14/101/</link>
	<description>Several developers in one place</description>
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		<title>By: oskar</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-47</link>
		<dc:creator><![CDATA[oskar]]></dc:creator>
		<pubDate>Tue, 20 Oct 2009 13:39:51 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-47</guid>
		<description><![CDATA[Yes, I often find myself looking at the meaning of fun through many different lenses. From my perspective the two ways of describing it are not excluding each other, the former describes a few of the commonly needed structures to achieve the other. While the Raph Koster definition aims more directly at the effect within the mind of the user.

An iphone is certainly a tool which can deliver fun through its interaction with the user. As are many other things. But just as with how a young child will consider it fun to play with a dishbrush the fun itself comes from the deeper understanding of the meaning of the dishbrush, or the iphone. To make fun into something we can rely on as game designers we quite often end up going down the route I first described. The brain really triggers on achieving deeper understanding, and for us to reliably reach a deeper understanding we have to build a mentorship type of responsibility into the game. The mentor works by providing goals to meet or challenges to overcome and then giving the person who is seeking meaning effective feedback which accelerates the learning.

To keep the fun coming we want to nest the meaning of the construction within interesting patterns. But that is not really relevant to the problem of fun in itself. 

I hope I&#039;m not boring you with my somewhat wonky comments.  ^^]]></description>
		<content:encoded><![CDATA[<p>Yes, I often find myself looking at the meaning of fun through many different lenses. From my perspective the two ways of describing it are not excluding each other, the former describes a few of the commonly needed structures to achieve the other. While the Raph Koster definition aims more directly at the effect within the mind of the user.</p>
<p>An iphone is certainly a tool which can deliver fun through its interaction with the user. As are many other things. But just as with how a young child will consider it fun to play with a dishbrush the fun itself comes from the deeper understanding of the meaning of the dishbrush, or the iphone. To make fun into something we can rely on as game designers we quite often end up going down the route I first described. The brain really triggers on achieving deeper understanding, and for us to reliably reach a deeper understanding we have to build a mentorship type of responsibility into the game. The mentor works by providing goals to meet or challenges to overcome and then giving the person who is seeking meaning effective feedback which accelerates the learning.</p>
<p>To keep the fun coming we want to nest the meaning of the construction within interesting patterns. But that is not really relevant to the problem of fun in itself. </p>
<p>I hope I&#8217;m not boring you with my somewhat wonky comments.  ^^</p>
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		<title>By: Gustav</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-44</link>
		<dc:creator><![CDATA[Gustav]]></dc:creator>
		<pubDate>Tue, 20 Oct 2009 07:57:27 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-44</guid>
		<description><![CDATA[You have defined fun differently in your previous post. 

&quot;to get to the real fun you need to measure a skill, provide variable feedback, tools, stimuli, rules and all that “black box” jazz game designers are talking about.&quot;

if you stick with the &quot;dopamine triggered in non-negotiable contexts&quot; definition, we can definitely agree that even owning an iphone can trigger fun an thus the interaction can be fun as well.]]></description>
		<content:encoded><![CDATA[<p>You have defined fun differently in your previous post. </p>
<p>&#8220;to get to the real fun you need to measure a skill, provide variable feedback, tools, stimuli, rules and all that “black box” jazz game designers are talking about.&#8221;</p>
<p>if you stick with the &#8220;dopamine triggered in non-negotiable contexts&#8221; definition, we can definitely agree that even owning an iphone can trigger fun an thus the interaction can be fun as well.</p>
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		<title>By: oskar</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-43</link>
		<dc:creator><![CDATA[oskar]]></dc:creator>
		<pubDate>Sun, 18 Oct 2009 19:16:54 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-43</guid>
		<description><![CDATA[Interesting, a typical problem for game designers is the lack of a common set of definitions. I personally try to stick to the ones I understand the best which in the case of &quot;fun&quot; is associated with the release of dopamine within a negotiable context. (Dopamine triggered in non-negotiable contexts such as when getting shot at in a war is not &quot;fun&quot; but something else.)

The best and most efficient definition for me is the one Raph Koster cooked up as &quot;fun = learning in a safe environment&quot;.

This article is nice for an updated and somewhat more biomechanical perspective on the same thing: http://blog.ihobo.com/2009/02/why-you-play-games.html]]></description>
		<content:encoded><![CDATA[<p>Interesting, a typical problem for game designers is the lack of a common set of definitions. I personally try to stick to the ones I understand the best which in the case of &#8220;fun&#8221; is associated with the release of dopamine within a negotiable context. (Dopamine triggered in non-negotiable contexts such as when getting shot at in a war is not &#8220;fun&#8221; but something else.)</p>
<p>The best and most efficient definition for me is the one Raph Koster cooked up as &#8220;fun = learning in a safe environment&#8221;.</p>
<p>This article is nice for an updated and somewhat more biomechanical perspective on the same thing: <a href="http://blog.ihobo.com/2009/02/why-you-play-games.html" rel="nofollow">http://blog.ihobo.com/2009/02/why-you-play-games.html</a></p>
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		<title>By: Gustav</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-42</link>
		<dc:creator><![CDATA[Gustav]]></dc:creator>
		<pubDate>Sun, 18 Oct 2009 15:09:35 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-42</guid>
		<description><![CDATA[i don&#039;t think that fun is exclusive to what you described (measure a skill, provide variable feedback, tools, stimuli, rules and all that “black box” jazz). fun emerges from different things, like from &quot;delight&quot; or &quot;nice and smooth&quot;. i think what you are refering to is the state of &quot;play&quot;, which is tightly knit to fun but not necessarily interwoven.]]></description>
		<content:encoded><![CDATA[<p>i don&#8217;t think that fun is exclusive to what you described (measure a skill, provide variable feedback, tools, stimuli, rules and all that “black box” jazz). fun emerges from different things, like from &#8220;delight&#8221; or &#8220;nice and smooth&#8221;. i think what you are refering to is the state of &#8220;play&#8221;, which is tightly knit to fun but not necessarily interwoven.</p>
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		<title>By: oskar</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-39</link>
		<dc:creator><![CDATA[oskar]]></dc:creator>
		<pubDate>Sun, 18 Oct 2009 13:13:28 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-39</guid>
		<description><![CDATA[There is a reason why I put &quot;usually&quot; in there. 

Where productions have a healthy enough budget to iterate fun into fundamental interaction, together with an interaction designer that knows fundamental theory for making things fun you are likely to have a better result than if you lack either of those two. 

If you look at the resulting products that have a good interaction design very few of them actually end up serving many of the needs a user has to categorize the emotional state produced by the thing as &quot;fun&quot;. (ATM machines, google apps, mozilla, microsoft office etc)

I would believe that the emotional state you are talking about when it comes to Apple products rather would be described as &quot;delightful&quot; or perhaps &quot;nice and smooth&quot; if you look inside the brain of the user. That Apple successfully adds some elements of exploratory learning into the basic workings of the interface is clever, but to get to the real fun you need to measure a skill, provide variable feedback, tools, stimuli, rules and all that &quot;black box&quot; jazz game designers are talking about.

The whole hubbub about the &quot;rolighetstorin&quot; going on right now is kind of flirting with this territory.]]></description>
		<content:encoded><![CDATA[<p>There is a reason why I put &#8220;usually&#8221; in there. </p>
<p>Where productions have a healthy enough budget to iterate fun into fundamental interaction, together with an interaction designer that knows fundamental theory for making things fun you are likely to have a better result than if you lack either of those two. </p>
<p>If you look at the resulting products that have a good interaction design very few of them actually end up serving many of the needs a user has to categorize the emotional state produced by the thing as &#8220;fun&#8221;. (ATM machines, google apps, mozilla, microsoft office etc)</p>
<p>I would believe that the emotional state you are talking about when it comes to Apple products rather would be described as &#8220;delightful&#8221; or perhaps &#8220;nice and smooth&#8221; if you look inside the brain of the user. That Apple successfully adds some elements of exploratory learning into the basic workings of the interface is clever, but to get to the real fun you need to measure a skill, provide variable feedback, tools, stimuli, rules and all that &#8220;black box&#8221; jazz game designers are talking about.</p>
<p>The whole hubbub about the &#8220;rolighetstorin&#8221; going on right now is kind of flirting with this territory.</p>
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		<title>By: Gustav</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-36</link>
		<dc:creator><![CDATA[Gustav]]></dc:creator>
		<pubDate>Sun, 18 Oct 2009 09:44:32 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-36</guid>
		<description><![CDATA[I do not necessarily agree with what you said. interaction design every now and then has to think about fun, simply because fun is part of the human condition and in some cases elevates the product. think about the iphone for example. the interaction is fun, and i do believe that it has been designed specifically with that in mind. the feeling of exploration the user gets the first time he interacts with it (what happens if i tap it? what happens if i turn it upside down? what happens if i swipe the screen?) is really close to that of games. 

what i find to be unique in games is the rewardloop. the player wants to be constantly rewarded and this is something that is only demanded of games. it is also the only thing in the world were reward is guaranteed (correct me if i&#039;m wrong, but nothing else comes to mind).]]></description>
		<content:encoded><![CDATA[<p>I do not necessarily agree with what you said. interaction design every now and then has to think about fun, simply because fun is part of the human condition and in some cases elevates the product. think about the iphone for example. the interaction is fun, and i do believe that it has been designed specifically with that in mind. the feeling of exploration the user gets the first time he interacts with it (what happens if i tap it? what happens if i turn it upside down? what happens if i swipe the screen?) is really close to that of games. </p>
<p>what i find to be unique in games is the rewardloop. the player wants to be constantly rewarded and this is something that is only demanded of games. it is also the only thing in the world were reward is guaranteed (correct me if i&#8217;m wrong, but nothing else comes to mind).</p>
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		<title>By: oskar</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-35</link>
		<dc:creator><![CDATA[oskar]]></dc:creator>
		<pubDate>Sun, 18 Oct 2009 09:02:15 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-35</guid>
		<description><![CDATA[Interaction design is a discipline which has gotten a bit along the way and seems to have come to agreement about how to interface with our humans on some of the fundamental dimensions. As game designers we have two new problems that the interaction designers usually don&#039;t worry about too much.

After deploying all the tricks in the interaction designer rulebook we still have these two problems:

1: Making the interaction fun to many enough of the users.

2: Creating layers of abstraction which also are fun.

Also here we have one angle of attack against the problem by looking at what kinds of things humans generally find to be fun interaction and what kinds of abstract systems humans enjoy plying with. ^^]]></description>
		<content:encoded><![CDATA[<p>Interaction design is a discipline which has gotten a bit along the way and seems to have come to agreement about how to interface with our humans on some of the fundamental dimensions. As game designers we have two new problems that the interaction designers usually don&#8217;t worry about too much.</p>
<p>After deploying all the tricks in the interaction designer rulebook we still have these two problems:</p>
<p>1: Making the interaction fun to many enough of the users.</p>
<p>2: Creating layers of abstraction which also are fun.</p>
<p>Also here we have one angle of attack against the problem by looking at what kinds of things humans generally find to be fun interaction and what kinds of abstract systems humans enjoy plying with. ^^</p>
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		<title>By: Gustav</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-34</link>
		<dc:creator><![CDATA[Gustav]]></dc:creator>
		<pubDate>Sat, 17 Oct 2009 22:33:51 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-34</guid>
		<description><![CDATA[I really like this approach. I&#039;ve been told that Miyamoto draws his inspiration for design by watching people having fun. I know that this is not necessarily a study of people but still it is a viable source of inspiration for your designs. 

If you follow interaction design and specifically humane design (as put forward by Jef Raskin), you will soon realize that all interaction is about the human and not about the system he/she is interacting with. Looking at basic psychology, cognitive psychology, pedagogy (Piaget for example), evolution theory, etc. will also open up the designers perception of the human condition. To make fully enjoyable products you have to understand the market you are developing for. the human.]]></description>
		<content:encoded><![CDATA[<p>I really like this approach. I&#8217;ve been told that Miyamoto draws his inspiration for design by watching people having fun. I know that this is not necessarily a study of people but still it is a viable source of inspiration for your designs. </p>
<p>If you follow interaction design and specifically humane design (as put forward by Jef Raskin), you will soon realize that all interaction is about the human and not about the system he/she is interacting with. Looking at basic psychology, cognitive psychology, pedagogy (Piaget for example), evolution theory, etc. will also open up the designers perception of the human condition. To make fully enjoyable products you have to understand the market you are developing for. the human.</p>
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		<title>By: oskar</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-33</link>
		<dc:creator><![CDATA[oskar]]></dc:creator>
		<pubDate>Sat, 17 Oct 2009 10:18:22 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-33</guid>
		<description><![CDATA[How about studying people, that will be useful regardless of genre. While writing a post about the subject on my blog some time ago I came up with this phrase which aim in the direction every designer should be a master of: &quot;matching sensory requirements of the user&quot;.

This depends more on the user than the designer. If you get are as a designer which find it problematic to generalize the rules for how to improve the state of the matchup through the design process you will in all cases except for one be producing waste.

Alright, I&#039;m a draconian type of dude and it might sound harsh but getting successful with a business is increasingly getting harder by the day and we have to get smarter to stay competitive.

The original post I wrote is over here: http://gamesartdesign.blogspot.com/2009/09/how-sub-atomic-structure.html its quite a horrible read but I wrote it for myself rather than for an audience, you might not make it through if you try.  :P]]></description>
		<content:encoded><![CDATA[<p>How about studying people, that will be useful regardless of genre. While writing a post about the subject on my blog some time ago I came up with this phrase which aim in the direction every designer should be a master of: &#8220;matching sensory requirements of the user&#8221;.</p>
<p>This depends more on the user than the designer. If you get are as a designer which find it problematic to generalize the rules for how to improve the state of the matchup through the design process you will in all cases except for one be producing waste.</p>
<p>Alright, I&#8217;m a draconian type of dude and it might sound harsh but getting successful with a business is increasingly getting harder by the day and we have to get smarter to stay competitive.</p>
<p>The original post I wrote is over here: <a href="http://gamesartdesign.blogspot.com/2009/09/how-sub-atomic-structure.html" rel="nofollow">http://gamesartdesign.blogspot.com/2009/09/how-sub-atomic-structure.html</a> its quite a horrible read but I wrote it for myself rather than for an audience, you might not make it through if you try.  <img src='http://s2.wp.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: Arshak Ardeshir</title>
		<link>http://aboutgamedesign.com/2009/10/14/101/#comment-30</link>
		<dc:creator><![CDATA[Arshak Ardeshir]]></dc:creator>
		<pubDate>Fri, 16 Oct 2009 13:40:40 +0000</pubDate>
		<guid isPermaLink="false">http://aboutgamedesign.com/?p=101#comment-30</guid>
		<description><![CDATA[I also appreciated the &quot;reference&quot; type of designing a game. This is something I use often. There are very broad skills needed of a designer, using you key skills and referencing from other games is a very viable technique. For Terminator I looked at Gears of wars a lot. If the next project asks me to do balance car physics I&#039;ll start studying car-games and real car the first thing I do.]]></description>
		<content:encoded><![CDATA[<p>I also appreciated the &#8220;reference&#8221; type of designing a game. This is something I use often. There are very broad skills needed of a designer, using you key skills and referencing from other games is a very viable technique. For Terminator I looked at Gears of wars a lot. If the next project asks me to do balance car physics I&#8217;ll start studying car-games and real car the first thing I do.</p>
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