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Theory of fun chapter 10:

This chapter on Theory of Fun talks about the aesthetics of a game you play that you not only enjoy it but appreciate it. It also relates on how making a game matters when you deliver it stable and ready to play at launch and less of doing things half way.  Presentation is the key of having a good experience and fun time for everyone to have. For example in the book makes its example of this to making films of having the camera with a  decent proximity and good setup to have good visualization and tone to the film. Otherwise, it won’t be a good scene or good equilibrium for the whole film. Same thing with video games without good representation, visualization and projection and it does not gravitate to anyone and loses focus on its goal to be a good game. Wishing the core of a game there is choreography that stands out to what you’re seeing from the game from what the character looks, wears, sounds like and does and the theme and music in the background.  It even mentions that the games must have a good view on not only the gamer but to society as a whole and the creator behind the game must take consideration on their work and their messages or it will be filled with backlash and regret. Furthermore, the most important thing is be constructive and creative of your work while being aware of what your doing whether its a project for a game, movie, art or anything else that involves people getting into the experience of the project your going for.