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Switch to Forum Live View It's not about fun!
4 months ago  ::  Feb 23, 2013 - 12:05AM #21
BoredDan
Date Joined: Jan 14, 2013
Posts: 95

Feb 22, 2013 -- 10:24PM, Rustmonster wrote:

I have no idea why you decided to try to drag video games into this. I also have no idea where you got the idea that video game developers don't try to make their games engaging and entertaining, other than the usual "Video games suck!" drivel we get on here all the time.



I brought it up because I've seen this same issue in discussions about video game design. More importantly because I was reminded of a great Extra Credits episode called "Beyond Fun". It's actually almost the exact same thing I'm talking about and I probably should have included it in the OP.

Feb 22, 2013 -- 10:24PM, Rustmonster wrote:

Your definition of "fun", as far as I can actually figure out, is more "light-hearted" than "entertainment", which apparently "is not always the best experience". You'll find that many video games are not "light-hearted" which again seems to be the only difference I can find between you definition of "fun" and "entertainment".



My definition of fun is mutable and context sensitive. That's the issue. It's also in the most encompasing sense I and many others are willing to use it in is not broad enough to cover the entire spectrum of experience we should be desiring D&D to provde. As for light hearted, that's more of a connotation attached to the word and not necesarily part of my definition, but certain interpretations of the word do include such connotations. The issue is not the dictionary definition of fun, but the egregious amount of mutability in it's use and interpretation.

Feb 22, 2013 -- 10:24PM, Rustmonster wrote:

You didn't seem to actually explain how "fun" and the other key element you mentioned, "engagement", are mutually exclusive, other than the implication that light-hearted things can't be engaging.



That's because they are in no way mutually exclusive, implied to be, or meant to be.

Feb 22, 2013 -- 10:24PM, Rustmonster wrote:

Your entire point seems to hinge on you making up a definition for fun, and then pretending that every time somebody uses the word "fun" they meant your specific definition of fun even if they were not aware of how you personally define fun. How do you know, for example, that when a video game developer use the word "fun" they didn't MEAN "entertaining and engaging" as you define them? I understand (maybe?) that you're trying to propose some sort of universally-recognized terminology so we can, it is hoped, communicate more clearly to eachother. But I'm just confused as to why you're apparently pretending that people who are unaware of your proposed definitions mean a very very specific thing when they say "fun" even though the English word "fun" is more often than not used to describe the exact same things you say they should focus on instead.



The point was never that "fun" was defined one way, my way, and only that way, and in fact the point is quite the opposite, that it's a very mutable and inconsistent word which can be severly misinterpreted from it's intended use do to that fact. You are very much getting the wrong idea here.

Feb 22, 2013 -- 10:24PM, Rustmonster wrote:

And I'm just confused why you're accusing the entire medium of video games of all being based on your very narrow definition of "fun" simply because they often use the common English word "fun" when the medium is at this point so diverse that generalizing the entire thing is as silly as saying "Books focus too much on fun and not enough on other aspects".



Because "fun" is a very common conversation in the industry, one you often see in game journalism, industry panels, etc. Focussing the conversation around the word fun often misses the point because of the way people look at that word. Terminology is important in design.

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4 months ago  ::  Feb 23, 2013 - 6:25AM #22
Caeric
Date Joined: Jun 16, 2007
Posts: 1,707
Declaring that "fun" means all various forms of captivation is a common mistake, because "fun" is joyous -- but when people are gripped by a movie, book or game and don't know how to express why it gripped them, they use the word anyway because they don't know how to explain the satisfaction of observing that story. Let's not waste a good word, tossing it into the generic "it means anything you want it to mean" pool.

As for the main discussion, I contend that tabletop RPGs at large don't deal with fun nearly as much as any other medium. That might be part of why it's less accessed than the rest (though obviously being only 40 years old is a factor). Tabletop RPGs try to stretch a small amount of fun intermittent with tension and believability to create enjoyment. The most powerful thing for most everyone I meet that plays an RPG (or learns to) is "what do you want to do?" Giving that freedom that no other medium offers -- and giving it well, both in failures and successes -- is what endears people to tabletop RPGs. "Giving it well" is brushing past 40 years of inquiry, revision, and discussion.
I don't use emoticons, and I'm also pretty pleasant. So if I say something that's rude or insulting, it's probably a joke.
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4 months ago  ::  Feb 23, 2013 - 6:30AM #23
CarlT
Date Joined: Apr 10, 2009
Posts: 2,881
Interesting and Relevant Reading: www.amazon.com/Theory-Fun-Game-Design/dp...


It is by a game designer (Ralph Koster) who actually attempts to address the question.

His Website:  www.raphkoster.com/tag/theory-of-fun/

Carl
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4 months ago  ::  Feb 23, 2013 - 7:44AM #24
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,974

Feb 22, 2013 -- 9:13AM, Baalbamoth wrote:


fun noun \ˈfən\ Definition of FUN
4: violent or excited activity or argument 


Wait what ? Violent, synonymous definition of fun, really ? I thought my english was getting better (not native) but i still have a lot to learn i guess. 

I wonder how it can be used that way....


PS All the definition of fun i looked in online dictionaries don't have such definition

Yan
Montréal, Canada
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4 months ago  ::  Feb 23, 2013 - 9:10AM #25
Baalbamoth
Date Joined: Jan 17, 2012
Posts: 479
its webster man... webster...
"The secret we should never let the gamemasters know is that they don't need any rules." Gygax
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4 months ago  ::  Feb 23, 2013 - 12:38PM #26
BoredDan
Date Joined: Jan 14, 2013
Posts: 95

Feb 23, 2013 -- 6:30AM, CarlT wrote:

Interesting and Relevant Reading: www.amazon.com/Theory-Fun-Game-Design/dp...


It is by a game designer (Ralph Koster) who actually attempts to address the question.

His Website:  www.raphkoster.com/tag/theory-of-fun/

Carl



Yes it is a very interesting read. I'm not a complete fan of the book, but do think it adresses some interesting questions and a very interesting manner. That said this book is sort of indicative of the problem I have with the word in that the book only works under his idea of what "fun" means, an idea I have seen disagreed with. That said the whole games as learning and puzzles aspect makes it a great read for D&D fans :p

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4 months ago  ::  Feb 23, 2013 - 3:38PM #27
Rory
Date Joined: Jun 24, 2005
Posts: 1,136
Sometimes people find exception with my use of realism as a component in the creation of fun.  
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4 months ago  ::  Feb 23, 2013 - 5:22PM #28
BoredDan
Date Joined: Jan 14, 2013
Posts: 95

Feb 23, 2013 -- 3:38PM, Rory wrote:

Sometimes people find exception with my use of realism as a component in the creation of fun.  



That's another word I try to avoid, and more go for beleivability, consistency, and relatability.

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4 months ago  ::  Feb 23, 2013 - 6:55PM #29
CarlT
Date Joined: Apr 10, 2009
Posts: 2,881

Feb 23, 2013 -- 12:38PM, BoredDan wrote:

Feb 23, 2013 -- 6:30AM, CarlT wrote:

Interesting and Relevant Reading: www.amazon.com/Theory-Fun-Game-Design/dp...


It is by a game designer (Ralph Koster) who actually attempts to address the question.

His Website:  www.raphkoster.com/tag/theory-of-fun/

Carl



Yes it is a very interesting read. I'm not a complete fan of the book, but do think it adresses some interesting questions and a very interesting manner. That said this book is sort of indicative of the problem I have with the word in that the book only works under his idea of what "fun" means, an idea I have seen disagreed with. That said the whole games as learning and puzzles aspect makes it a great read for D&D fans :p




Well - his definition is focused on the application of 'fun' to game design. 

And he writes off those who are interested in stuff that he doesn't consider 'fun' (i.e. games that are not designed to be challenging).  As I recall he says that once upon a time "the wolves got them" - and now "the job market gets them."

But if you want to look at the question of what makes for good game design I think he has some good ideas.

Personally - I tend to separate 'fun' from 'entertainment'. I watch TV and movies and I read books for entertainment, I play games for fun.  The two are different and when it comes down to what makes them different I can't say I disagree with him - at least not completely.

Carl

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