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Having Fun

Having Fun: Feeling Good

As analytical gamers, when we move to the field of design we often try to set our emotions aside. We’ve taught ourselves to look at game aspects on their own merits, carefully carving out a bookshelf in our mind for what matters. Even when it comes to what makes a game fun, we can sit around for hours and coldly debate what is and isn’t enjoyable.

But you know what? Sometimes, you should just run with what feels good.

Here are some examples of things that “feel good” in gaming:

Having Fun: That Losing Feeling

How much fun a single design within a game is can be hard to figure out. A major obstacle is that often when you are winning something feels fun, but when you are losing that same thing can feel unfun. How do you come to a conclusion one way or another?

Let me use the Magic card I said was a design mistake in my Great Designer Search 2 essay as a good example.

Having Fun: Why Fun Matters

It often surprises me how easy it is to forget one of the most important aspects of game design. If everyone who ever designed just kept one principle in mind, I think the world of design – and likely the fate of some failed games – would be much better on the whole.

Let me back up to when I started thinking about design with this in mind.