theory of fun

  • Researchers work on procedural fun

    Developing behaviors via genetic algorithms of various sorts has been around a long time now. You come up with a basic environment and ruleset, then you let loose millions of generations of simple AIs to keep trying to surivive. You then have the AIs tweak themselves based on what survived well, attempting to evolve the best survivor.

    This can be used for lots of purposes — and now it’s being applied to game design. Starting with a simple Pac-Man like environment, researchers are generating zillions of procedural games, and then testing to see which is most fun. But how to measure the fun?

    It should be pretty straightforward to see how game rules can be represented to be evolved: just encode them as e.g. an array of integers, and define some sensible mutation and possibly recombination operators. (In this particular case, we use a simple generational EA without crossover.) For other rule spaces, some rules might be more like parameters, and could be represented as real numbers.

    What’s the much trickier question is the fitness function. How do you evaluate the fitness of a particular set of game rules? …

    Our solution is to use learnability as a predictor of fun. A good game is one that is not winnable by a novice player, but which the player can learn to play better and better over time, and eventually win; it has a smooth learning curve.

    via Togelius: Automatic Game Design.

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  • Original Theory of Fun & Grammar of Gameplay talks reposted

    The “Theory of Fun” website is down, caught between two webhosts, and has been for a while (with the book out of print, it hasn’t been a priority to sort out). But I keep getting requests for the materials that were hosted there and not here, so here they are.

  • Wired makes the case for more torture in games

    If you weren’t sick of this debate already, here’s more.

    So this, really, is the problem with World of Warcraft‘s torture sequence. It does not model any consequences. You torture the sorcerer, but nothing particularly comes of it. You just move on to the next quest.

    This would be lame in a TV show, but is arguably even lamer in a videogame, because it’s not too hard to imagine all sorts of repercussions that would have been dramatically fascinating while actually enhancing the gameplay.

    For example, Lich King maker Blizzard Entertainment could have made the Art of Persuasion quest optional โ€” but endowed it with some unusually lucrative loot or experience. That would have made it a genuine moral quandary: Should you do a superbad thing for a really desirable result?

    — “Why We Need More Torture in Videogames“, Clive Thompson in Wired

  • Are games about torture evil?

    …please explain to me again why killing NPCs in games is fine but sticking them with a cattle prod is evil.

    Here’s your explanation, from my theory-of-fun/game-grammar point of view.

    In killing NPCs (or popping any other sort of experience balloon), we are definitely seeing a “kill” dressing put on top of a statistical exercise. We are being entrained around measuring odds, optimizing behavior towards success, and then receiving a reward. The reward is generally utilitarian in some other aspect of the game. In other words, you do it, and there’s a reason for it — you kill the mob and you get back the loot, the XP, etc.

    Although the killing is itself morally dubious as a ‘dressing’ for these underlying mechanics (see my previous writings on the subject), players do learn to see past the fiction fairly quickly, and cease seeing this as a moral issue, because they are smart: they know it’s just a game, and they move onto the underlying systemic reality very quickly.

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  • Amazon says Theory of Fun is coming

    Sort of. Several folks let me know they got order update emails — and i got one too. What does it say?

    We now have delivery date(s) for the order you placed on August 29 2008 20:02 PDT (Order# 002-8006376-3950630):

    Raph Koster (Author) “Theory of Fun for Game Design [Illustrated]”
    [Paperback]
    Estimated arrival date: 05/07/2009

    Sigh.