How the hell did I miss this?
A year or so ago it started to dawn on me that there were problems with the notion of fun. At first, I started ot think that maybe 'fun' was merely a formal quality of games - the same way rhyme and meter were formal qualities of poetry. If that's true then perhaps fun is no more necessary in a game than rhyme and meter are in a poem. I wrestled with that idea for a good year, before I finally spoke about it in a round-about way at Futureplay.
Ultimately, the conclusion I came to is not that fun is a formal quality of games that we may or may not need - but rather that fun is a useless concept because it is too subjective.
The solution I proposed was to stop talking about fun and start talking about an 'axis of meaning' that has at one end 'distraction' and at the other end 'engagement'. I think this allows for a richer possibility space than does the notion of 'fun', and lets us talk about ways to design mechanics and dynamics that lead to a wider variety of aesthetic experiences for potential players.
Feel free to challenge this notion, because honestly, while I think it pushes in interesting directions, I don't think that's the end of it. Fun - while subjective - is still something a designer can iterate toward and provide feedback to programmers on until he gets it right, and will still yeild a moderate probability of delivering a good game in the end. Iterating on 'distraction and engagement' without regard for fun is - I expect - very likely to end up with shitty games as output. So there's something incomplete with the concept.
Anyway - while I was wrestling with this concept, and in particular doing first drafts of my Futureplay presentation in the first week of October, The Escapist was publishing supporting material without me even knowing it. I usually pop in a check out The Escapist every week, but I was a bit busy and stressed that week, and missed it.
I found the response to my presentation to be surprising. A lot of people really seemed to agree with what I was saying. So to find that Warren (whose opinion I respect greatly) was simultaneously coming to the same conclusions, even more suggests that there is something to this notion.
David Sirlin also picked up on Warren's article, and blogged about it here. He seems to agree that - at very least - fun is a weak concept, and that games do not need to be fun.
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