What Makes Games FUN (Psychology in Gaming)

My GameDev Pal
3 Jun 202207:00

Summary

TLDRThis video explores the psychology behind why humans find games enjoyable, arguing that fun comes from learning new patterns without real-life consequences. It explains how games engage players by teaching patterns in six categories: probability, social status, spatial reasoning, memory, visceral responses, and teamwork. The video emphasizes the importance of game mechanics, innovation, and player preferences in designing compelling games. It also highlights that games need to evolve by introducing new mechanics to stay engaging, and concludes with a challenge for game designers to evaluate their games based on fun, even without aesthetics or sound.

Takeaways

  • 🎮 Games are fascinating because they allow us to learn, improve, and achieve without real-life consequences.
  • 😀 Fun is a boost of dopamine from learning something new or completing tasks that give pleasure and satisfaction.
  • 🧠 Humans are natural pattern learners, and games are fun when they teach us patterns aligned with our personal interests.
  • 📉 Games become boring when players learn all available patterns or when the game’s patterns don't align with their preferences.
  • 🔢 There are six universal categories of patterns in games: calculating odds, social status, spatial reasoning, memory, visceral responses, and teamwork.
  • 👥 Social status games, like competitive ranking in Overwatch, are often addictive due to the emotions tied to out-ranking others.
  • 🤯 The Holy Grail of game design involves offering never-ending challenges, a range of skills, and a difficulty curve that adjusts to the player's skill level.
  • 🔄 Game mechanics and paradigms are building blocks of games; mechanics involve actions like moving pieces, while paradigms define victory conditions.
  • 🔬 Innovation in games is not just about adding features but introducing new dimensions to gameplay, like controlling characters in two different worlds simultaneously.
  • 🎭 Games often use fictional metaphors (characters, stories), but players usually focus more on the underlying patterns for victory than these elements.

Q & A

  • What is the neurological basis for fun, according to the script?

    -Fun is described as a boost of dopamine that we get when we learn something new or perform a task that provides pleasure and satisfaction. Evolution has programmed humans to enjoy learning in the same way we enjoy eating, as learning increased our chances of survival.

  • Why do games allow us to learn without the pressure of real-life consequences?

    -Games create an environment where players can freely learn without facing the real-life consequences of their actions, allowing unpredictability without causing severe anxiety. In contrast, real life often involves direct consequences for actions, which can lead to stress or anxiety.

  • Why do people get bored with games over time?

    -People get bored with games when they run out of new patterns to learn or when the game's patterns don't align with their personal interests. Boredom also occurs if the patterns are too simple, too difficult, or progress too slowly or quickly.

  • What are the six categories of patterns in games, according to the script?

    -The six categories of patterns in games are: 1) Calculation of odds and prediction of events, 2) Social status patterns, 3) Spatial reasoning, 4) Memory, 5) Visceral responses, and 6) Teamwork.

  • How does the script explain the role of game mechanics and gameplay paradigms?

    -Game mechanics are the building blocks of games, such as moving pieces on a chessboard, while gameplay paradigms (or core dynamics) define the game's victory conditions, such as capturing the king in chess. Together, these elements form the structure of games.

  • Why are head-to-head competitive games often more popular than other types?

    -Head-to-head games tend to provide an infinite number of challenges due to the presence of other opponents with varying skill levels. This variety offers continuous difficulty and learning opportunities, making such games more enduring.

  • How does the script suggest games can avoid becoming repetitive and boring?

    -The script suggests that games need to introduce new dimensions and innovative combinations of mechanics, rather than just adding more content like weapons. Creativity in changing gameplay patterns, such as controlling characters in different worlds simultaneously, can keep games fresh.

  • Why can't a single game appeal to everyone?

    -Different people have different preferences and strengths, meaning they are naturally drawn to games that align with their skills or interests. For example, some people may prefer physical activity in sports, while others may enjoy mental challenges in puzzle or strategy games.

  • How does the script describe the role of fictional metaphors in games?

    -Fictional metaphors, like characters and stories, add variation to a game's underlying mechanics but are often ignored by players who focus on the core gameplay patterns. For example, checkers has royalty metaphors, but most players concentrate on strategic moves rather than the game's backstory.

  • What is the 'best test' of a game's fun, according to the script?

    -The script suggests that the best test of a game's fun is to play it without graphics, music, sound effects, or story. If the game is still fun in this bare-bones state, then the additional features will enhance the experience. If it’s not fun without them, no amount of added features can make it fun.

Outlines

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Mindmap

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Keywords

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Highlights

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Transcripts

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Related Tags
Game DesignFun TheoryPattern LearningPlayer EngagementGame MechanicsHuman EvolutionLearning GamesGaming InnovationCompetitive GamesCognitive Skills