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What Do You Mean By "Fun" In Your RPG?
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<blockquote data-quote="practicalm" data-source="post: 7731807" data-attributes="member: 6777923"><p>Nicole Lazzaro has been doing hard research on the concept of fun for around 20 years so your burden of proof is pretty high. I've listened to her talks and had private conversations with her and other people about what fun is and the funny thing is all the things you are talking about are part of her exploring the concept of fun.</p><p></p><p> Hard Fun or Serious Fun depending on how the creative experience changes you</p><p></p><p> Easy Fun</p><p></p><p> Hard Fun</p><p></p><p> People Fun / Serious Fun / Hard Fun</p><p></p><p>You can also refer to Raph Koster's book <em>Theory of Fun</em> if you want a different perspective. </p><p>As someone who has made a number of video games, the craft of game making is very concerned with what fun is and how it applies to games (including table top games). Game designers needed language to describe what they were attempting to make in their games and processes for testing if the game is fun. </p><p> Getting fun into games is still very much an art than a science but people like Nicole do a great job in expanding the frontier of Fun.</p></blockquote><p></p>
[QUOTE="practicalm, post: 7731807, member: 6777923"] Nicole Lazzaro has been doing hard research on the concept of fun for around 20 years so your burden of proof is pretty high. I've listened to her talks and had private conversations with her and other people about what fun is and the funny thing is all the things you are talking about are part of her exploring the concept of fun. Hard Fun or Serious Fun depending on how the creative experience changes you Easy Fun Hard Fun People Fun / Serious Fun / Hard Fun You can also refer to Raph Koster's book [I]Theory of Fun[/I] if you want a different perspective. As someone who has made a number of video games, the craft of game making is very concerned with what fun is and how it applies to games (including table top games). Game designers needed language to describe what they were attempting to make in their games and processes for testing if the game is fun. Getting fun into games is still very much an art than a science but people like Nicole do a great job in expanding the frontier of Fun. [/QUOTE]
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