There ARE NOT 14 Forms of Fun
I was browsing through online game development portal Gamasutra recently when I was struck by the title of an article: Fourteen Forms of Fun.
The title caught my attention because of its obvious irony - noone would be silly enough to attempt to quantify “fun” into a list of components. There was cleverness in the title too - “14″ was an unusual enough number to seem arbitrary, while simultaneously providing a ridiculous alliterative effect.
After clicking on the link, I realised I couldn’t have been more wrong. The author was serious. The guy had actually broken fun down into 14 different categories and described each one. I was, and still am, flabbergasted.
Gamasutra
The article is disturbing because it typifies the seemingly monolithic business approach to game design. It’s not just that I object in principle to the corporatisation of gaming, or that a source of immense enjoyment for me over the past 20 years is being increasingly devalued at every level by big business. It’s not just that the majority of game design (as well as much of modern life) is now being erroneously defined by marketing plans and demographics.
It’s that there is something fundamentally offensive about the notion that “fun” can be quantified, as if it is a formula to be discovered, analysed, and packaged for sale. There is something inherently manipulative, extortionist, utilitarian, and nasty about it; as if people’s enjoyment and appreciation can be systematically deconstructed and reduced to a bottom line: this plus this equals “fun”.
For the very things we do and react to in our most guileless, human moments to become the subject of scrutiny for the ultimate purpose of making profit is inhuman and obscene. More than that, it is deeply misguided; as if observing something is the same as being it.
The point isn’t that these things can be quantified but shouldn’t be due to some lofty humanitarian ideal. It’s that by their nature they cannot be, and any attempt to do so reduces them. Fun cannot be systemised any more than joy can be reduced to an algorithm, or whimsy described by a flowchart. People are not scripts, lists of if/else statements, mathematical constructs, or sequences of mouse clicks. Fun is not a formula, and such thinking is immediately antithetical to what is being thought.
Most gamers already understand this. It’s why the best games take us to places businessmen and academics will never understand until they take off their suits and allow themselves to have fun again. It also means amateurs outside the corporate circus can come up with something new and entertaining, irrespective of demographics. It means, ultimately, that fun is free.
And it does not come in fourteen forms.
posted by monty · at 7:19 am · filed under Editorials
Hi Monty,
This reminds me of something I’ve just read in a book. It talked about how many years ago some of the first chemists thought there were 4 elements; water, fire, earth and wind. And that everything could be broken down into these basic elements. After many years they discovered in fact there were more like 100 odd and the workings of which they still don’t really understand today.
What I’m trying to say, in a round about way, is that people try as hard as the possibly can to ’summarise’ a very complex phenomena with a very basic and often unusable rule.
In short, write this one off as one for the lame.
You should try reading ‘the collapse of chaos’ by Jack Cohen and Ian Stewart. It talks about this human tendancy to turn complexity into simplicity.
Rod.
green_rod@hotmail.com
PS At least one other person agrees with you:
http://www.justso.org/php/review_closeup.php?review_id=101