There are moments in the life of a game producer where you want to expect the unexpected, you want to derive from your work the wonder that a good game can make. That impression is not without constraints or mechanics known as Game Design.

What constitutes a good game? One that is fun, engaging and above all elaborately delicious to actually get to the end, one that is unpredictable, yes, but with the rules of the game master deep within the core skills required to plow though all the levels, bosses, crazy polygons or the Eve from Planet X.

But can we actually metric this illusive and escaping quality called "Fun"? Can we make up a formula and be done with it? Can the human spirit be reduced to a couple of electrons buzzing around in our brains, be checked out on an MRI scan, that scan be spotted by a would-be-game-developer that will use that information to build up the perfect and enthralling game for us, the poor souls on the other end of the LCD?

Many cultures have always turned into fun the most mundane aspects of its existence. Rocks were being thrown way before you or I were born and the "oldest game know to man prize" falls under Chess, a neat grid-tile-based rock game invented circa 600 A.D by Chinese stick wavering people. With all these wonderful history behind its impossible to see that we, as sentient beings can just not get along without fun. Its a quality that makes us bond together and let us be free from the chains of reality, more than mere escapism it serves as a pooling test ground for our informational capacity on a day to day basis. When we play a game we get into it, analyze the current condition and take actions based on what we do in life, not what we do on the desktop shuffling around folder files. In essence, the rapport with the machine is the rapport with your own self-awareness and the responsibility you owe yourself by making a mission statement to get to the end the level, the end the game and receive that little dose of Serotonin right in your nerve receptors.

Fun will always be a striving to change one's psychological state, we all are doing it, either through medications, nutrients, food, recreational drugs, exercise, sex, and yes, game-playing. It can be considered that playing is a drug, just like passion was declared a form of mental illness some time ago, some day Fun will be considered a drug too, because in effect everything*IS* a drug. Habit patterns form our representational efforts inside reality and if those efforts can be translated with a considerable degree of overdrive into a Game Playing, then well, Why Not? Why not play and be done with it?

I mean, its Fun! Right?

edit post

0 Reply to "Game Design and the Recreational Fun"

Post a Comment