> So, I'm thinking more about game design and trying to understand what makes > a game fun, while plotting what to work on next. AI again? A fairly > conventional trading game that doesn't try to invent a different core > mechanic? I'm sick of conventional RPG mechanics like those in "Final > Fantasy" and would like to develop something new while still having a > strong story. >
What is fun? These are all my opinions. First lets look at music. What makes good music? I think it is surprise enhanced by boredom. For example if I press the C key over and over in a constant rhythm for 10 minutes you will be bored to tears (modern drum machines do this crime, always the same, always perfect. Great drummers are not the same and they lead and drag at the right places). On the other extreme, if I press a new note every time at random times for 10 minutes you might want to kill me; to unpredictable. For example, Atonal modern jazz/ modern innovative classical. So to have good music you must have a constant rhythm and pattern or notes with moments of surprising change. Mozart is a great example of this. Then there is the learning curve of a game. If it is flat you can play forever; boring.(Yes, I know that flat and steep are switched in the first use of these words) If the curve is to step you feel that no matter how much you play you never get any better and always die at the same place. You walk away in frustration. A curve needs to be gradual and the play should improve every game about the same amount. Another crime related to this is making the experienced player play for 30 minutes or longer to get through the easy stuff so that he can finally get to the point of challenge. Why did I die/fail? In a perfect game every time you die you KNOW it was your fault, if you had just X then you would have lived. Perhaps you make this mistake 3 times but then the 4th time you get it right and go a bit longer (reward). A bad game gives you death at random or at least it seems that it was not your fault. So a good game has a pattern that the player likes or a feel or a subject. People crave ever increasing stimulation and the game needs to meet the level that they are accustomed to. It has surprising new ways or whatever every now and then. It has a nice even learning curve. Every time something bad happens it is the players mistake that can be corrected and not some random BS or bad interface/control. I would love to hear others thoughts on this. Am I wrong? Did I forget something? -- Douglas E Knapp http://sf-journey-creations.wikispot.org/Front_Page