Types of Fun

Here's a list of types of fun. While the list isn't exhaustive, it does cover a number of the bases. Which of these forms of fun does your game use? Could your game benefit from drawing upon other ways of having fun as well?

  • Combat, including:

    • Being part of a squad

    • Melee battles

    • Aiming, targeting, shooting

    • Mixing and matching: spells, weapons, defenses, fighting moves, choice of spirits you can summon, attack strategies, etc.

    • Complicated attacks that include multi-step attacks[1]

      [1] An example of a multi-step attack would be that you (1) leave a rifle on the ground, (2) steal around the corner, (3) see the shadow thrown by an enemy picking up the rifle, and (4) shoot and blow up a gas canister near the corner, which in turn kills the enemy.

    • Multiple ways of accomplishing the same task

    • Turn-based moves with an opponent

    • Simultaneous moves against an opponent

    • Territorial acquisition

    • Capturing an enemy

    • Using scripted sequences to change mission direction and add surprising twists, such as being attacked unexpectedly

    • Sneaking and hiding, including camouflage, stealing hard-to-procure items, and code-breaking

    • Other forms of combat-related gameplay, including making and breaking alliances, negotiations and betrayal, bluffing, or commanding a number of NPCs.

  • Different forms of travel:

    • Walking

    • Running

    • Bike riding

    • Driving (in different kinds of vehicles)

    • Flying (in different kinds of vehicles)

    • Traveling over or under the water (in different kinds of vehicles)

    • Swimming

    • Snowboarding

    • Skateboarding

  • Kinetic thrills and competitions, including racing, stunts, and other kinds of kinetic excitement (as in the Spider-Man game)

  • Sports

  • Being God building and managing cities, armies, ecologies, including resource management

  • Exploration and discovery

    • The preceding, in a visually compelling environment, whether pleasant, strange, or frightening

  • Collecting and putting together sets of items

  • Torturing (what you do with your Sims is your business)

  • Asymmetric powers (when different roles have different powers and abilities)

  • Self expression

  • Building a network (like in Tic Tac Toe)

  • Taboo thrills running over pedestrians, barbecuing French poodles, and such[2]

    [2] Don't dare write me a nasty email on this one if you ever laughed at Something About Mary, any of the National Lampoon Vacation films, any of the Scary Movie films, or about a hundred other films of that ilk.

  • Building machines (including cars)

  • Superhuman abilities

  • Narrative/story/drama

  • Humor (many different types)

  • Bartering

  • Changing the actual landscape or buildings in the game you're playing

  • Training an NPC to do what you tell it

  • Balance

  • Solving puzzles

  • Keeping pets, worshipers, or other NPCs alive.

  • Dice, cards, etc. to create semi-randomly generated actions

  • Dancing

  • Role playing

  • Single paths

  • Multi-paths

  • Nonlinear structure

  • Emergent gameplay

  • Choosing what side to play (good or evil, for example)

  • Timed missions

  • Mini-games (games within a game) of all kinds

  • Various forms of online games

    • Socializing

Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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