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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


Before we can test for fun, we need to think
about what we mean by ???fun.??? Unfortunately, fun is
one of the most elusive concepts you will ever try to
pin down. As with many aspects of art and entertainment,
fun is subjective, contextual, and entirely up to
personal taste. You might think washing dishes is fun
(we do not), or you might think shooting bad guys is
fun. Your favorite game might be entirely based on
Is Your Game Fun?
game. Challenge, play, and story can all provide emotional
hooks that captivate players and invest them in
the outcome so that they will keep playing.
Challenge
In Chapter 4 on page 86, we talked in detail about
some of the element of challenge, including the state
of ????¬‚ ow??? that players can reach when the challenge
Chapter 11
Fun and Accessibility
How can you tell if your game is fun? By this time, you
know the answer: Ask the playtesters. But playtesters
are not o en able to articulate exactly where the
fun is lacking, so you will need some tools to help you
identify the fun factor yourself.
When we discussed the dramatic elements of
games, we talked about the fact that these elements
are what engage players with the formal system??”what
gets them and keeps them emotionally involved in the
the game o?¬? ers is perfectly tuned to the participants??™
skill levels.


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