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Fun is a very familiar word, but at the same time, difficult to define.
In Game Design, if you ask each player what makes a game fun, you will receive different answers. How can we better understand how fun happens during a game?
The book "A Theory of Fun for Game Design," by Raph Koster, helps us understand why we humans play and game. We do this with the intention of learning, so games are learning systems. But is this definition enough?
Let's delve into this theme with the Four Keys to Fun, a model created by developer Nicole Lazzaro.
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🎮 G A M E S
Call of Duty: Modern Warfare II
Celeste
Baldur's Gate 3
Super Metroid
Ultima Online
Sayonara Wild Hearts
Limbo
Subnautica
Mega Man X
Yakuza Like a Dragon
Flow
The Stanley Parable
Her Story
A Short Hyke
Not Tonight
Undertale
Torchlight II
Devil Daggers
Final Fantasy XVI
The Elder Scrolls V: Skyrim
Katamari Damacy
Red Dead Redemption 2
Monster Prom
Outer Wilds
The Sims 4
Sons of the Forest
Dorframantik
The Witness
Ring Fit Adventure
Sticky Business
Stardew Valley
Unpacking
Power Wash
Tilt World
Fall Guys
The Finals
Fortnite
Overwatch II
It Takes Two
The Lord of The Rings Online
The Last of Us
Dark Souls
Kirby and the Forgotten Land
📚 R E F E R E N C E S
A Theory of Fun for Game Design - Raph Koster
Why We Play Games - Nicole Lazzaro Link
Beyond Game Design - Chris Bateman
C R E D I T S
// 🎵 Music
squeeda x tonbo - Inertia Link
azayaka - Card Games Link
Chau Sara - Sakai Link
xander. - Autumn Camp Link
// 🎥 Clips
#gamedesign #fun #praisethegame