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Fun and uncertainty

Fun and uncertainty

Fun and uncertainty

By Alexandre Mandryka

July 12, 2012

Originally Published Here

Summary

They focused on experiences that were neither fun nor engaging - in the boring zone - and used the technique of mutation to figure out what ingredient to add to turn a boring experience into a fun one, without it becoming engaging.

Later on, a report came out of Starcraft 2's Dustin Browder saying that they had decided to keep the infamous "Six-pool" tactic - putting all your resources into the cheapest attack units to quickly overrun your opponent before he can develop - because the uncertainty it brought created a fun experience.

Fun lives in uncertainty Let's first analyze the fun that comes from the great game of Tic-tac-toe.

As you master its instability, it ceases to represent uncertainty and thus ceases to be fun.

If we agree that fun is experienced when exploring uncertainty and learning from it, then we need to consider the upper fringe of the flow channel, where anxiety appears, to be the zone where fun can be experienced.

The exploration of uncertainty is at the core of all entertainment Everyone doesn't immediately relate to the research of challenge as describing how they seek fun.

Clearly, in games, it's the uncertainty that makes the experience fun.

Reference

Mandryka, A. (2012, July 12). Fun and uncertainty. Game Whispering. https://gamewhispering.com/fun-and-uncertainty/