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What Makes a Game Fun?

Anton Slashcev

What Makes a Game Fun?

Breaking down the key ingredients here.

๐Ÿญ. ๐—–๐—ผ๐—ฟ๐—ฒ ๐—˜๐—น๐—ฒ๐—บ๐—ฒ๐—ป๐˜๐˜€ ๐—ผ๐—ณ ๐—™๐˜‚๐—ป ๐Ÿค”
โ€ข Balanced difficulty
โ€ข Tests skills without frustration
โ€ข Seamless transitions between tasks
โ€ข Mechanics that encourage mastery

๐Ÿฎ. ๐—ฅ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐—ถ๐—ป๐—ด ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐Ÿ“ˆ
โ€ข Short-term goals for quick wins
โ€ข (e.g., leveling up, collectibles)
โ€ข Mid-term objectives across sessions
โ€ข Long-term missions for engagement

๐Ÿฏ. ๐—˜๐—บ๐—ผ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—œ๐—บ๐—ฝ๐—ฎ๐—ฐ๐˜ โค๏ธ
โ€ข Surprise with easter eggs or twists
โ€ข Humor through dialogue & moments
โ€ข The satisfaction of achievement
โ€ข From beating tough challenges

๐Ÿฐ. ๐—œ๐—บ๐—บ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜ƒ๐—ฒ ๐—ฆ๐—ฒ๐—ป๐˜€๐—ผ๐—ฟ๐˜† ๐——๐—ฒ๐˜€๐—ถ๐—ด๐—ป ๐ŸŽง
โ€ข Vibrant visuals and animations
โ€ข Responsive audio feedback
โ€ข Music that adapts to gameplay
โ€ข Haptic feedback and weighty actions

๐Ÿฑ. ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—”๐—ด๐—ฒ๐—ป๐—ฐ๐˜† & ๐—œ๐—ป๐˜๐—ฒ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ถ๐—ผ๐—ป ๐ŸŽฎ
โ€ข Meaningful choices that matter
โ€ข Freedom to create and experiment
โ€ข Social interaction (co-op, PvP)
โ€ข Shared achievements with others

๐Ÿฒ. ๐—ฅ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜†๐—ฎ๐—ฏ๐—ถ๐—น๐—ถ๐˜๐˜† ๐Ÿ”
โ€ข Dynamic systems (e.g., procedural gen)
โ€ข Competitive elements like leaderboards
โ€ข Customization and personalization
โ€ข Player-created content

๐Ÿณ. ๐—™๐˜‚๐—ป ๐—”๐—ป๐—ฐ๐—ต๐—ผ๐—ฟ๐˜€ โš“
โ€ข Discovery of secrets & hidden areas
โ€ข A sense of ownership over items/bases
โ€ข Community through clans and guilds

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