About This Blog

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Design and Layout by - Trevor (Guybrush Threepwood)


Articles by - Trevor and Nathan (Hobbit)
Be sure to check who wrote each post. Although we basically agree on most of our concepts, sometimes we don't. We both have unique views on many subjects.

Edited by - Trevor
Every once in a while, posts are made before I have time to spell check them, so please forgive any mistakes/or things that don't make sense, and know that it will be edited to make it completely understandable.

Please feel free to post any comment related to the subject for discussion.

Thanks for checking out our "portfolio of thoughts".
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Tuesday, October 23, 2007

Ethics in Games: Designing a Truly Fun Game

By Guybrush Threepwood

First off, we should start by figuring out what exactly fun means. Everyone most likely has their own ideas of what is fun, but often people will agree on major things that are truly fun. First, let's take a look at a dictionary definition of "fun".

"amusing: providing enjoyment; pleasantly entertaining; "an amusing speaker"; "a diverting story"; "a fun thing to do"

This is just the core of what fun really is. There are all kinds of different combinations that equal an ultimate output of fun. Think through what makes a game an
enjoyable experience for you. Take note of everything that seems to add to the overall fun-ness. Whatever the result is, you have started to figure out what your game ultimately needs to be fun and catchy. Once you finally have the "fun core" for your game, you have to stay consistent! To me, a game must have consistency. It can't change faces half-way through. It has to keep up with the expectations of the player; that the game is going to be both fun and fulfilling all the way through. This is easier said than done. Most developers agree that "it's not hard to decide what to put in a game, it's hard to decide what not to put in a game." Again, you have to stay consistent, and balanced. Think about how that cut scene will affect the players view of the game, or how that level distracts from the overall game. Eliminate unnecessary elements, and try to add something that is equally as exciting as the beginning of the game to continue spurring on the players enthusiasm and enjoyment with the game.

Discerning Forms of Fun
Again, there's that word. Discernment.
How do I discern right from wrong?
Discernment is somewhat of a natural process. We already know what's right and what's wrong. It's not too hard, just think about what's right for a while.

Sometimes the line between right and wrong is very fine, an example being;

Is it ethical to shoot someone in a game?
Some people will say, "Of course, it's just a game". While others will say, "Games are too violent and are teaching our teens how to kill."

Both of these are somewhat wrong, and somewhat right. It is permissible to include this stuff in a game. It just depends on how you do it. If you're character is fighting for a good cause, such as defending the defenseless, or rescuing someone (revenge doesn't count), then that is for a right, ethical reason. However, if your character just kills "for fun" or "for judgment" then that is the wrong reason. Players won't get nearly as attached to a violent, evil character as they would with a noble, giving character. This is just built-in human nature.

Now I'll take a look at it from the other perspective; Yes, violent games are teaching players to kill, but this is a hypocritical statement. The "teens who are being taught how to kill" are also being taught that a man is only accountable to himself. With that being taught, it uproots the entire need to be ethical. If we're accountable to ourselves, then why can't we do whatever we want? This right here is the major cause of ethical downfall, and has opened up the gateway for games such as Grand Theft Auto and Manhunt 2.
Yes, there is a fine line between right and wrong, and this line is being crossed to the latter way too often.
True fun is the feeling of happiness being brought on by games like Animal Crossing and Warioware which
give us a chance just to goof off every once in a while, or even, in some cases, First Person Shooters that focus on protecting those in need and fighting for freedom, and numerous other games that lift your spirits rather than lower them with unethical and obscenely violent game titles.

These are all important things that should not be overlooked by game developers. In this age of best-selling bloodbath titles, developers need to remember that games do not have to be dark to be fun, but rather to entertain the player through exciting acts of valor and even just by good-ol' wholesome goofing off.
I hope everyone can get something from this and start thinking of what makes a game a truly fun

If you wish to discuss anything, please comment. I try to check daily.
This whole subject of making a fun game is just soo vast and I've only scratched the surface of it, I will most likely discuss this subject again as soon as I've thought through it some more.

Till then,
Peace,
Trev

1 comment:

Hobbit said...

You hit the nail on the head about fun and ethics nice Trev.