How to create a "fair and balanced" video game experience(strangehorizons.com)
strangehorizons.com
How to create a "fair and balanced" video game experience
http://www.strangehorizons.com/2009/20090309/newheiser-a.shtml
1 comments
Weirdly enough, I didn't much find flow fun... It seemed very flat or boring. And linear. I think the best part of the game was the atmosphere the art and sound created, not so much the gameplay.
And that's not to say that his theory isn't interesting - it is - it's that I think it's very hard to define "fun", just like it's hard to define enjoyable music.
And that's not to say that his theory isn't interesting - it is - it's that I think it's very hard to define "fun", just like it's hard to define enjoyable music.
http://www.jenovachen.com/flowingames/foundation.htm
http://en.wikipedia.org/wiki/Flow_(psychology)
In particular the three rules that Chen lays out:
Raph Koster also focuses on the same issues in his very accessible book A Theory of Fun.