What makes a game fun
ยท 3 min read
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Fun is the brain's intrinsic reward for learning: making progress on prediction (ie. reducing uncertainty).
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Loops are how that learning happens.
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- perceive 2) hypothesize 3) act 4) observe 5) update
- This loop repeats over new situations, until the system becomes predictable.
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Feedback is what closes the loop.
- Players need to know: what they can do, that they did it, how state changed, and whether it helped relative to the goal.
- Feedback operates on multiple timescales:
- Dense, moment-to-moment feedback guides immediate action (eg. hit sparks).
- Medium-term rewards shape tactics and builds (eg. unlocking a new weapon).
- Sparse, long-term rewards keep you exploring and prevent local optima (eg. story beats, rank climb).
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Uncertainty is what fuels the loop.
- Good games stay uncertain for a while, then become learnable.
- If a problem has only one answer, it's closer to a puzzle. Once you solve it, it gets boring.
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Variation and escalation maintain that uncertainty.
- A game that's too easy offers nothing to master; a game that's too hard offers no sense of progress.
- The best games keep you near the edge of mastery, with breathers and peaks.
- Difficulty sliders and multiple paths can let different players climb that curve at different speeds.
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Loops can be nested and composed.
- Small loops chain into value chains (one loop outputs tools for the next) and web into economies.
- Many "currencies" aren't money: HP, ammo, cooldowns, attention, time, etc.
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Most feedback mechanics already exist; novelty often comes from recombination and reskinning.
- Many problems are isomorphic under different dressings, but aesthetics change how the exact same problem feels.
- eg. dressings, art, audio, story, setting, UI, and metaphors
- A useful workbench is a catalog of problem types you can combine.
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Different modalities produce different kinds of fun.
- Video games are often partially observable and non-Markovian:
- you can't solve the game from the current screen alone
- you must track hidden variables like cooldowns, off-screen threats, momentum, and timers.
- Board games are often closer to perfect information where the full state is visible:
- the fun comes from reasoning about the enormous space of what could happen next.
- Both reduce prediction error, but via different mechanisms: discovery of hidden state vs. mastery of visible complexity.
- Video games are often partially observable and non-Markovian: