Saturday, January 27, 2007

Elements of Fun

In order for a game to be fun it must have three primary components. These three parts work together and if any one of them were to be removed there would be no game.

Goals
A player must have an objective. This goal that the player is working towards needs to be clearly defined. There cannot be any ambiguity as to what the player should be doing or else they will feel lost. The objective to basketball is to get the ball in the hoop and score more points than the opponent.

This goal, however, does not need to remain the same throughout the game. One small simple starting goal could become a number of other goals later in the game. For example, the hero on an adventure might initially have the goal of delivering a package. Along the way a massive attack might take place leading the player on a quest to overthrow evil in his world. During this quest there could be many other smaller goals either independent from one another or building up upon each other to progress the story.

The point is, a player must know what he/she is expected to do at all times if possible. If the scope of the game is rather large then it might be best to break up the primary objective into a series of smaller goals. This will help give the player a sense of accomplishment along the way.

If there are no goals then the player will have nothing to work towards. The game will quickly become boring and the player will likely never return to it again.

Decisive Action
If a player has goals then he will also need a way to accomplish them. A player must be able to take the necessary actions to accomplish this goal. Going back to basketball, the actions allowing a player to get a ball into the hoop include dribbling, passing, and shooting.

In a video game there may be a number of possible actions a player might take, depending on what type of game it is. In an adventure game the player will be able to walk, slash a sword, and use items. In a racing game possible actions will include accelerating and steering.

If there are no actions for a player to take then it would not be a game -- it would be a video, story, or simulation. A game must be interactive. A player must be given the opportunity to manipulate the game's world.

Obstacles
The final piece to the game triad are obstacles preventing the player from accomplishing his/her objectives. These are challenges to overcome. In basketball, again, the obstacles come in the form of the opposing team. A player on the other team can steal the ball away before there is a chance to score a point.

These obstacles should not be impossible or even excessively difficult to overcome. If they are too challenging the player will become frustrated with the game and quit playing. However, the obstacles should not be too easy either. There must be a good balance in the difficulty. Progressively making the game more challenging the longer it is played will help span the skill levels of the player.

Another means of addressing the skills of the player are adaptive obstacles. In a video game statistics could be kept tracking the frequency of the player succeeding and failing at various tasks. These statistics could be used to modify the behaviors and characteristics of the obstacles to be either more or less challenging. For example, in an action game how frequently a player is hurt and how frequently he/she can regain energy could help determine how aggressive the enemies are going to be and how often health refills appear. Someone who is hurt often should have to face easier enemies and have more health refills so as not to become frustrated. A player who nearly never gets hurt should face more challenging enemies and be given fewer energy refills so as to not become board by how easy the game is.

Without obstacles it would not be a game. It would be idle activity at best and a chore at worst. There would be actions, but no challenge. If there was no challenge then the game would be rather dull.

Conclusion
As you see, these three parts all work together in a delicate balance to create fun. The games will the better balance between these three primary components will be more fun to play while those not so well balanced will be not worth playing.

I have played a number of games which are quite good -- along with a number which could have been better. If you are developing a game and it does not seem fun, assess those three elements. Maybe regaining some balance might involve removing part of the game you originally thought would be a good idea. Or, maybe, the fun could become better balanced by simply making a few tweaks here and there -- player speed, hit points, enemy behaviors, etc.

Friday, January 26, 2007

Nudists Need a Good Online Community

For the most part nudists on the net are not unified. There are countless neglected little personal pages where people share their thoughts and broken links. There are also other sites where the only content available is to paid subscribers. There are no real communities where nudists can freely and openly share with one another -- and I don't mean forums. People need to pull together to create something awesome.

A great online nudist community needs to be completely free and open to everybody. The purpose of nudist organizations should be to spread nudism -- not to only cater to those already inclined towards nudism. What is the point of only letting paid members see the content? How does this help with the acceptance of nudism?

Anybody should be able to go to this site and find a ton of new and amazing content on the front page. There should be links to all the most recently added cartoons, artwork, videos, games, music, stories, articles, and forum posts. People should be able to upload nudist friendly content to this site in the same manner other media sites allow the uploading of content.

This should be a dynamic ever growing, ever changing web site offering something new every day. Even people who are not nudists should find this web site to be enjoyable. Essentially this online community needs to parallel the clothed community in every way except for the clothing. People should be able to watch comedy sketches, documentaries, how-to videos, music videos, and so much more on this web site -- the same sort of content found elsewhere only nude. Nudists need to show people that there is not difference between them and everybody else -- we are the same but only dress differently.

How might a site like this survive? Funding can be gained through a number of methods. Frequent visitors to the site will be willing to make donations. People will be eager to find books, movies, posters, hats, and other merchandise available to buy. Nudist vacation resorts, nudist organizations, and nudist friendly businesses may be willing to sponsor the site. A lot of money could even be made through well placed advertisements.

Such a web site could be revolutionary. It could gain such a web presence that even non-nudists take note. It could have the potential to correct some misconceptions many people might have about nudists. The world could benefit greatly from such web site.

Wednesday, January 24, 2007

Human Computation


Just watched this very interesting video about Human Computation. The basic idea is that people will be willing to play games to help computers to gather useful information. What's really interesting is how the games presented build up upon each other. ESP is used to find the words in an image, then further refinement is done through PeekaBoom to find where in the image each part is.

The games can be found here:
ESP Game
PeekaBoom