The Intriguing Psychology Behind What Makes Games Fun

 

Introduction: The Quest for Fun in Gaming

In the gaming world, there’s a tantalizing question that’s often harder to answer than it seems: What makes a game truly fun? It’s a puzzle that even the biggest game developers can struggle with. Remember “Starfield”? That was a bit of a miss, wasn’t it?

The Secret Behind Fun in Games

So, what’s the secret? Well, it turns out the answer isn’t as complex as you might think. By the end of this blog, you’ll have a clearer understanding of what makes a game tick.

Fun Defined: It’s All About Happy Juices

Let’s start with the basics: what is fun? It’s when something makes you feel happy, right? In the gaming context, think about the joy of finding diamonds in a game. But why does it make you happy? It’s all about those happy brain chemicals – Serotonin, Dopamine, Endorphins, Oxytocin. Our evolution has wired us to feel a cocktail of happiness from certain activities.

The Role of Instincts in Fun

Now, the trick is to figure out why we’ve evolved to get this happy cocktail from specific things and how this translates into making games fun. And the answer lies in our instincts. These are deep-rooted impulses that govern not just how we live but also what we enjoy.

The Eight Instincts That Shape Our Gaming Experience

Let’s dive into these instincts:

    1. Aggression: This is about the drive for survival and dominance. Imagine an epic fight scene in a game.

    1. Competition: The need to excel and achieve. Think of the feeling when you win the first prize in a competition.

    1. Autonomy: The need to make your own choices. It’s about choosing your path in a game.

    1. Altruism: The instinct to help others selflessly, which leads to social bonding. Picture helping someone up in a game.

    1. Peacemaking: The desire to maintain harmony and avoid conflict. Imagine the peace sign as a symbol here.

    1. Conformity: The need to fit in with a group, like being part of a school friend group in a game.

    1. Cooperation: The need to work together towards common goals. Think of a team pulling a rope together.

    1. Selfishness: The instinct to prioritize your own needs and desires. Imagine buying a big expensive car in a game.

Some Instincts Matter More in Games: The TOP 3!

Certain instincts are more crucial in gaming. For instance, Autonomy is probably the most important. Being able to make decisions is key in games. It’s about choosing where to go, whether to shoot and give up your position, or stay hidden. The big rule is to leave as much control to the player as possible.

A prime example of autonomy done right is in “Stanley Parable.” The game excels in interactive storytelling where player choice is at the forefront. Set in a boring office, the gameplay revolves around walking around and making decisions. It sounds simple, but the game thrives on granting players autonomy. The omnipresent narrator adds an interactive layer by commenting on your actions, inviting you to challenge or obey him, thereby enhancing the sense of player control and empowerment.

Competition comes in a close second. It’s a driving motivation behind almost every game. It’s not just about beating others in multiplayer games like “Overwatch” or “Fortnite,” but also about personal achievements, like solving puzzles or beating a tough level. This is where elements like timers, leaderboards, and achievements can enhance the competitive aspect.

Then there’s Selfishness, an often overlooked but vital instinct. In games, the player often needs to be the hero, the center of attention. They should feel rewarded for their efforts and indulged in their desires. Take “Among Us,” for example. When playing as the imposter, you indulge in selfish behavior – deceiving and manipulating for personal gain. It’s a role that flips traditional cooperative gameplay, making it thrilling and engaging.

Elevating Game Fun with Cooperation and Aggression

Cooperation isn’t just about enabling multiplayer; it’s about crafting an environment where players can collaborate towards a shared objective. “Lethal Company” is a great case in point. It’s not just about playing together but requiring players to strategize, share resources, and coordinate actions.

Aggression in games has always been a controversial topic. However, satisfying the aggression instinct in a controlled environment like a game can be cathartic and fun. Games that allow players to express aggression, like “Doom” or “GTA,” are often exhilarating because they tap into this primal instinct.

Which type of player Are you?

The Subtler Instincts: Altruism, Peacemaking, and Conformity

The final three instincts – altruism, peacemaking, and conformity – are important but not essential. They depend more on player-driven behaviors. You can design systems to promote these instincts, but they need to feel genuine and not forced.

Balancing Instincts: The Art of Game Design

The real challenge in making a game FUN is balancing these instincts. Too many choices can overwhelm the player, too few can frustrate them. The same goes for difficulty. The key is balance, and the best way to achieve this is through player feedback and playtesting.

Applying These Principles: My Game as a Case Study

In my game, you play as a cat that got high on catnip and is navigating its dream. The gameplay is similar to platformers like “Getting Over It,” but with a twist – the cat jumps automatically, and you only control its left and right movements. This design choice may seem like it reduces autonomy, but it actually focuses the gameplay on precision and timing, enhancing the competition instinct. It makes the game easy to learn but hard to master, an ideal setup for competition to thrive.

Conclusion: The Fundamentals of Fun

So there you have it, the “fun”damentals of what makes a game enjoyable. It’s about understanding and tapping into our primal instincts and then balancing them to create an engaging experience. Keep these principles in mind, and you’re well on your way to developing games that resonate with players on a deeper level.

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