I did my best to summarise the 4 points, though they're not totally clear to me: *4 types of fun - most successful games have 3 out of 4* 1. Hard challenge - frustration - personal accomplishment and pride 2. Easy fun - Its fun just to do, exploration, the mechanic without goals 3. Serious fun - brain training, DDR, express the values of the player (music, eco /political interests) 4. People fun - laughter, friendliness, “poking”, ranking, creates social bonds, trade from player to player ( eg. health pack )
Anyone wanting to make a successful game should watch this video because these things are all true. It's also amazing that she has discovered why social media is so successful, it's because people feel accomplishments, similarly in games. Does this mean that the root of what humans want in life just challenge, friendship, and a sense of accomplishment?
3rd book from the series WOR(L)DS, a project by Raul Gubert ''CONFUSED AND BADLY WRITTEN IDEAS FOR VIDEOGAMES BUT UNDOUBTEDLY BRILLIANT'' www.scribd.com/document/387580494/Confused-and-Badly-Written-Ideas-for-Videogames-but-Undoubtedly-Brilliant
Ain't that the truth. That time when it was mildly celebrated as a way to get closer to our fellow man. If only they/we realized how bad a path that sentiment would lead us down.
I'm well out of my depth for even trying this, especially 4 years out but I kinda wanna take a stab at it. Games cannot exist without 3 essential paramenters: mechanics, rules, and an objective. Every single activity that can be interpreted to be a game fall under this umbrella. For instance, tag would be M. You must not be touched by a specific, isolated player, and if you are, you must touch another player; R. You can do so by any means afforded to you via locomotion; O. Be "it" for as little time as possible. The failstate in tag is being tagged, so players are naturally encouraged to run and dodge as well as they can to avoid the failstate, because we inheritly play games to achieve some description of victory. Using these guidelines, bouncing a ball can be broken down the same way: M. Bounce the ball however long and however proficiently you can; R. You must bounce it (simple doesn't always mean stupid); O. Bounce the ball for as long as you can, as skillfully as you can. Because the failstate is not bouncing the ball back to your hand or foot or what have you, you instinctively challenge yourself to obtain an almost universally self-defined "winstate", despite how simplistic it may appear to someone more accomplished in the game. The fun is derived from the challenge of avoiding the failstate. TL;DR - gamez r fun
Almost a year late again but I'd like to point out that a bouncing ball is a toy not a game. What you described are games that involve a bouncing ball, that's done through introduction of rules, mechanics and goals (like you mentioned already). The bouncing ball by itself is a toy, something that is fun to interact with because it provides rewarding feedback to the user, in this case the bounciness and unpredictability of it
Seven years out myself, but here's my take: Feedback. For me at least, the fun comes immediately after the ball is bounced. I hear the sound, the ball seems to be instantly heading back towards you (which I'd argue isn't the usual rule of nature), and if you stand on certain floors you'll feel the bounce of the ball. Compare this to the screen saver with the logo that bounces around. The same principle is there in the "bounce." The difference (a) is the bounce is not created by player input (it only becomes fun when we wait for it to hit the corner), and (b) there is no sound "dinking" the edge. This isn't to say that developing games should initially start with things like sound in mind, but live feedback sells well.
@@lebendystraw3683I think this is true but not wholely true. Just image an activity that you don’t do to win at all. Like bouncing the ball. Is it really about avoiding losing or winning? Or is it about the feeling and flow itself that makes it “fun”. Something about just the act itself absent of win or loss makes it fun
I want more amazing games in the future! so im gonna share this video around in hopes that the newer generation of game developers, might get to hear something in this video, that could help them make something amazing as well. Like if you will too👍
most useless video ever. safe your time guys the only thing she is saying is "we measured in a complicated scientific study the faces of players to determine their emotions and what we can conclude is, ...challenging games are fun! games with fun gameplay are fun! playing with other people is fun! we cracked the code you guys, you welcome"
Concasser LaRoux Hey it’s been 2 years since you’ve made the comment, hows your life been?, do u still even use TH-cam?, do u feel differently than u did 2 years ago about the video or do u still feel the same?, this is my first time commenting something like this, I don’t know why, I guess I just wanna talk to someone and u seem like the one, wanna talk?
@@shamansprout4394 Adding onto this guy. Concasser LaRoux Hey it’s been 5 years since you’ve made the comment, hows your life been?, do u still even use TH-cam?, do u feel differently than u did 5 years ago about the video or do u still feel the same?, this is my first time commenting something like this, I don’t know why, I guess I just wanna talk to someone and u seem like the one, wanna talk?
@@brok6962 lol this i too funny, i had long forgotten i even left that comment, prob just stupid i wrote when i was lone and feeling all sentimental, but damn ifs already been 2 years, anyways thx for doing something so cool appreciate if
I did my best to summarise the 4 points, though they're not totally clear to me:
*4 types of fun - most successful games have 3 out of 4*
1. Hard challenge - frustration - personal accomplishment and pride
2. Easy fun - Its fun just to do, exploration, the mechanic without goals
3. Serious fun - brain training, DDR, express the values of the player (music, eco /political interests)
4. People fun - laughter, friendliness, “poking”, ranking, creates social bonds, trade from player to player ( eg. health pack )
That was really good at summarizing things up and makes it easier to remember thanks!
At first I was confused how the #1 and #3 were different. But I guess #1 talks more about the struggle to get, rather than the study of the game
Thanks!
Thanks 👍
29 views in a year... what the hell !? I feel privileged to be one of them.
P. Spit
Brah what were you on
Anyone wanting to make a successful game should watch this video because these things are all true. It's also amazing that she has discovered why social media is so successful, it's because people feel accomplishments, similarly in games. Does this mean that the root of what humans want in life just challenge, friendship, and a sense of accomplishment?
Accomplishment can sometimes be a substitute or a “sense” of self esteem.
1:08
Wonderful video, thank you for the insight! Will use these teachings in my future games, and spread to other people ;)
3rd book from the series WOR(L)DS, a project by Raul Gubert
''CONFUSED AND BADLY WRITTEN IDEAS FOR VIDEOGAMES BUT UNDOUBTEDLY BRILLIANT''
www.scribd.com/document/387580494/Confused-and-Badly-Written-Ideas-for-Videogames-but-Undoubtedly-Brilliant
It's amazing hearing her talk about social media from ten years ago. The clueless optimism
Ain't that the truth. That time when it was mildly celebrated as a way to get closer to our fellow man. If only they/we realized how bad a path that sentiment would lead us down.
@@HandleDisliker
Yeah they're doing the same thing with the Metaverse
When I saw this thumbnail I though it was Snape from Harry Potter 😂
It's important to try and understand as much about the whole things as possible to improve the games, and user experiences.
can anyone tell me what makes bouncing a ball fun? Like the mental processes that support this?
I'm well out of my depth for even trying this, especially 4 years out but I kinda wanna take a stab at it.
Games cannot exist without 3 essential paramenters: mechanics, rules, and an objective. Every single activity that can be interpreted to be a game fall under this umbrella. For instance, tag would be M. You must not be touched by a specific, isolated player, and if you are, you must touch another player; R. You can do so by any means afforded to you via locomotion; O. Be "it" for as little time as possible. The failstate in tag is being tagged, so players are naturally encouraged to run and dodge as well as they can to avoid the failstate, because we inheritly play games to achieve some description of victory.
Using these guidelines, bouncing a ball can be broken down the same way: M. Bounce the ball however long and however proficiently you can; R. You must bounce it (simple doesn't always mean stupid); O. Bounce the ball for as long as you can, as skillfully as you can. Because the failstate is not bouncing the ball back to your hand or foot or what have you, you instinctively challenge yourself to obtain an almost universally self-defined "winstate", despite how simplistic it may appear to someone more accomplished in the game. The fun is derived from the challenge of avoiding the failstate.
TL;DR - gamez r fun
Almost a year late again but I'd like to point out that a bouncing ball is a toy not a game. What you described are games that involve a bouncing ball, that's done through introduction of rules, mechanics and goals (like you mentioned already). The bouncing ball by itself is a toy, something that is fun to interact with because it provides rewarding feedback to the user, in this case the bounciness and unpredictability of it
Seven years out myself, but here's my take:
Feedback. For me at least, the fun comes immediately after the ball is bounced. I hear the sound, the ball seems to be instantly heading back towards you (which I'd argue isn't the usual rule of nature), and if you stand on certain floors you'll feel the bounce of the ball.
Compare this to the screen saver with the logo that bounces around. The same principle is there in the "bounce." The difference (a) is the bounce is not created by player input (it only becomes fun when we wait for it to hit the corner), and (b) there is no sound "dinking" the edge.
This isn't to say that developing games should initially start with things like sound in mind, but live feedback sells well.
@@lebendystraw3683I think this is true but not wholely true. Just image an activity that you don’t do to win at all. Like bouncing the ball. Is it really about avoiding losing or winning? Or is it about the feeling and flow itself that makes it “fun”. Something about just the act itself absent of win or loss makes it fun
@LakevusParadice I actually agree, and after rereading my explanation I left out self-gratification in that entire wall of text.
I want more amazing games in the future! so im gonna share this video around in hopes that the newer generation of game developers, might get to hear something in this video, that could help them make something amazing as well. Like if you will too👍
I liked how this video described gaming in ways I usually don't unpack. Where can I read the original study and see the exact 'emotion' data?
I want to make something amazing. and I will use this advice to help me. thank you for this wisdom.
Same
Thank u, this helped w my future ideas
Incredible video. I'm glad I watched it
Who is this person I think the summary text is wrong?
Wow... She actually knew what she was talking about AND she played the games (at least some of them)..... WHY CANT POLITICIANS DO THAT?
They already do play us
Playback speed: 0.75 😾
That would be because of settings you changed, playback speed is 1 by default
I want to meet her!!!!!
most useless video ever. safe your time guys the only thing she is saying is "we measured in a complicated scientific study the faces of players to determine their emotions and what we can conclude is, ...challenging games are fun! games with fun gameplay are fun! playing with other people is fun! we cracked the code you guys, you welcome"
Then why did you click on the video?
JusayinGamin you act like this person can tell these things just by judging the thumbnail and title.
Concasser LaRoux Hey it’s been 2 years since you’ve made the comment, hows your life been?, do u still even use TH-cam?, do u feel differently than u did 2 years ago about the video or do u still feel the same?, this is my first time commenting something like this, I don’t know why, I guess I just wanna talk to someone and u seem like the one, wanna talk?
@@shamansprout4394 Adding onto this guy. Concasser LaRoux Hey it’s been 5 years since you’ve made the comment, hows your life been?, do u still even use TH-cam?, do u feel differently than u did 5 years ago about the video or do u still feel the same?, this is my first time commenting something like this, I don’t know why, I guess I just wanna talk to someone and u seem like the one, wanna talk?
@@brok6962 lol this i too funny, i had long forgotten i even left that comment, prob just stupid i wrote when i was lone and feeling all sentimental, but damn ifs already been 2 years, anyways thx for doing something so cool appreciate if
Nothing makes a game fun.
I am a kid (Or almost a teen)
Here’s a fun game:
Take a shot for every stutter
When I saw this thumbnail I though it was Snape from Harry Potter 😂