theory of fun

  • Why do we like a given game?

    I was just asked this on Quora, and thought I would crosspost my answer here.

    What makes people like specific genres of gaming (FPS, strategy, sports, racing etc)?

    What can you tell about people who like only a certain genre of gaming like Fps rather than strategy?

    Everyone starts out with different natural predispositions. For example, some people are born with more fast-twitch fibers in their muscles, which gives them the ability to move more explosively than others [Skeletal striated muscle]. Other folks have greater color sensitivity, faster reaction times, better ability to see things that are moving or that are standing still.

    Some of these things are spread across a gradient where a person may fall anywhere on the gradient, but there are biases based on the sex of the individual in question. [Men and Women Really Do See Things Differently] We should be cautious about treating this as “biology is destiny” and instead think in terms of statistical distribution; recent metastudies show that overall, sex differences in cognition are weak correlations [Science Confirms The Obvious:ย  Men And Women Aren’t That Different] but there are nonetheless some large and obvious differences between sexes and of course between people.

    These predispositions mean that some things are easier or harder for a given individual. Not necessarily hugely so — maybe only marginally, say 1% easier than the norm. But it doesn’t matter, because of how the brain’s reward system works. Read More “Why do we like a given game?”

  • Color Theory of Fun images

    penguin-06So, I have been working on the process to color all the cartoons in the revised Theory of Fun edition. I thought I might share some samples of the way it is looking so far.

    The original cartoons were done very quickly, which is why they were in such a rough, naif sort of style. They were also done with ink on paper, rather than digitally. I am trying to have the coloring be in keeping with that… I want something that feels fairly organic, even though I am doing all the coloring on the computer.

    So I tried out doing plain flat shading, and gradients, and that sort of thing… but ended up using a custom brush to get a bit more of a painted look with more color variation.

    In the process, I am also replacing the Comic Sans with my own handwriting font, like I used in the 10 Years Later presentation.

    There are well over a hundred of these to do, of course. I am on pace to do multiple a day right now, although the flu has gotten in the way a bit.

    In other news, though, the contract still isn’t finalized, so I am a bit ahead of myself anyway. ๐Ÿ™‚ But that’s OK.

    See a before and after comparison:

    Read More “Color Theory of Fun images”

  • Update #1 on revised Theory of Fun

    atof-cartoon-stack2So, the revised edition ofย A Theory of Fun is indeed in process. I thought I would post an update for everyone.

    Where we are

    I have been going back and forth with the publisher on what exactly needs to be revised. I have my own list, and I was hoping that the revisions would be shaped by responses from people as to things they disagreed with or have changed over time. I haven’t gotten a lot of those, alas… many thanks to those who have sent in stuff!

    The reason this matters now, before any writing actually starts, is in order to set schedules for milestones. That said, I fully expect the coloring of all the artwork to take far longer than the text revision.

    One thing that I have gotten as a vibe overall is “don’t break it.” Meaning, don’t change it too much or revise it to the point where it loses the qualities that make it what it is.

    One big example of this that has come up and is still up in the air is the layout format of the book. As you know, it’s a non-standard trim size, wider than it is tall, and famously fits poorly on many bookshelves. I ran an informal poll on Twitter, and got very split results as to whether to change that. One of the biggest reasons in favor is that if it changes to a standard trim size, it cam move to print-on-demand in the book supply chain, and then it’ll tend to never fall out of print the way that it has in the past. Right now, when copies run out, the print run needs to be manually ordered. Plus, ebook versions mean that the layout aspect has already been somewhat lost. But a lot of folks seem to have great affection for what has been called “a bastard form of a picture book” … so we’ll see!

    What’s done

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  • Help me revise A Theory of Fun!

    Next year will mark the tenth anniversary of the publication of A Theory of Fun as a book. The publisher is planning a second edition in full color!

    The contract isn’t signed just yet, because I owe them an outline for the revisions. Needless to say, I get to do revised text, and this is where I would like to ask for help. The book is so widely used by folks in the industry that I want to make sure that it has all of the right stuff in it — updated science, latest thinking on game cognition and learning, new thoughts on game ethics — all of it.

    I would love to get more eyes on the problem. So if youโ€™re up for it, I would love for as many people as possible to

    • (re)read the book โ€“ hey, itโ€™s short!
    • make a note of everywhere you want to argue, and tell me where and why. I’ll argue back in the actual text (well, I’ll try to make my case better, how’s that).
    • make a note of any useful or cool references, science, news, or whatever that fits with what is already there. A lot has happened in ten years.
    • any errata? (I already know about the mistake in the drawing of the go board… anything else?)

    I realize this is a huge favorโ€ฆ needless to say, anyone who helps will get acknowledged in the new edition.

    Another thing that has come up occasionally is use of the book in a classroom setting. If anyone here has ideas on how to make it better for that use, Iโ€™d love to hear about those too. Are you an academic who has used the book in a classroom setting? Do you have study guide questions or discussion topics? I am currently unsure whether this sort of material would land in the book or on the website, but given how widely it’s used for this purpose, it seems like a great resource to make available.

    Finally, there’s the possibility of adding other new stuff. I don’t want to try cramming game grammar into a single new chapter, but… if there were additional material of some sort in the book, like a whole new chapter, what would you want it to be?

    Feel free to add whatever you can in the comment thread here, or to use the contact form to connect with me on this (I’m not going to post an email address here, to avoid spam, but if you use the form, I can email back).

    I’m excited about this — though I do expect that most of my time will be spent coloring the cartoons. ๐Ÿ™‚

     

  • Keynoting GDC China

    I’ve been sadly neglectful of this blog! In the last few weeks, particularly, because I have been fighting off some sort of nasty flu thing… still have a lingering cough, in fact, and it’s been more than two weeks!

    So that meant that while I was flat out in bed, I missed the official announcement about the talk I am giving at GDC China this weekend. It’s been years since I was in Shanghai, so I am looking forward to this!

    As far as what the talk is about… well, it’s sort of an extension of the lines of thought from the Project Horseshoe talk Influences and the GDC Online talk It’s All Games Now, and even a little bit from the Theory of Fun 10 Years Later talk. Basically, it’s about the patterns of thinking that games tend to encourage… and how these ways of thinking may be affecting us culturally. After all, if games do their work in large part via neuroplasticity, then that means that the cognitive habits we are picking up as gamers must be having an impact on how we think about, well, everything.

    What might those cognitive habits be? And what impact might that have?

    It’s a keynote, and supposed to be “inspirational,” so it’s in a lot of ways a rather light treatment of the subject… but I think there’s a lot to dig into there, and not all of it is unalloyed good… instead, it will be a picture of trade-offs. For example, just recently I read an article on how the neural pathways for empathy and the neural pathways of logical thinking seem to be mutually exclusive; you can’t do both at the same time. You have to emotionally detach yourself to be able to do true systems analysis, but if you are conditioned to approach the world analytically, does this mean that you are conditioned to avoid empathy? Pure speculation, and of course the answer will not be clear-cut.

    Anyway, here’s the details on the talk:

    Read More “Keynoting GDC China”