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Caution in Too Much Fun
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<blockquote data-quote="jmartkdr2" data-source="post: 8677620" data-attributes="member: 7017304"><p>I've usually heard this idea expressed as "the tyranny of fun" although "the paradox of fun" is either another word for it or closely related.</p><p></p><p>Tyranny of fun is trying to make every moment "fun" - exciting, energetic, epic. But when you do this, you tend to quash out other forms of entertainment and make the fun less fun because it's all forced. One aspect is best described as "when everything is 'fun', nothing is." This is especially true if you're focused on high-energy or epic as fun. Imagine a game dm'd by Pinkie Pie - it would have a lot of good elements, but the whole experience would be more tiring than enjoyable. </p><p></p><p>The most common manifestation of this is overusing the Rule of Cool - what's cool in the moment becomes dull if repeated, and if you let every wacky idea fly pretty soon there's no reason to care about the narrative because nothing is solid. Don't sacrifice the whole game for small moments. </p><p></p><p>The Paradox of Fun is: challenge isn't fun in the moment, but lack of challenge means you don't have real impact. Jonathan Strife Hayes did a video about it in MMOs recently - the more quality of life boosts, the less memorable the game, because there's no accomplishment.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8677620, member: 7017304"] I've usually heard this idea expressed as "the tyranny of fun" although "the paradox of fun" is either another word for it or closely related. Tyranny of fun is trying to make every moment "fun" - exciting, energetic, epic. But when you do this, you tend to quash out other forms of entertainment and make the fun less fun because it's all forced. One aspect is best described as "when everything is 'fun', nothing is." This is especially true if you're focused on high-energy or epic as fun. Imagine a game dm'd by Pinkie Pie - it would have a lot of good elements, but the whole experience would be more tiring than enjoyable. The most common manifestation of this is overusing the Rule of Cool - what's cool in the moment becomes dull if repeated, and if you let every wacky idea fly pretty soon there's no reason to care about the narrative because nothing is solid. Don't sacrifice the whole game for small moments. The Paradox of Fun is: challenge isn't fun in the moment, but lack of challenge means you don't have real impact. Jonathan Strife Hayes did a video about it in MMOs recently - the more quality of life boosts, the less memorable the game, because there's no accomplishment. [/QUOTE]
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