Original Post
I recently read the article on gamasutra that was an extract from A theory of fun for game design. In the article part of the point made is that players find pattern recognition fun, and learning new patterns increases the fun factor, but once a player is repeatedly faced with the same patterns, the fun factor diminishes. I would agree with this in most cases. This may be an assumption in part, but assuming that this is correct, it would explain why collectible card games are fun. Players learn a simple set of core rules and must utilise a large number of cards which adhere to these rules. The large number of varying cards, combined with the simple core rules combine to form a very large number of patterns. Introduce one new card to a deck and we don't simply add one new pattern to a game, the card has to be played bearing in mind the current situation and how it will interact with other cards both at the present time and in the future. From the addition of a single card the game designer gets a lot of bang for his buck (though it would introduce more work in balancing the game). The player will be entertained for a longer time because of all the introduced patterns. Because the core rules are relatively easy to understand players can anticipate the new patterns and their effects, but because of the huge number of patterns available the player must discover the patterns first, which in my opinion only adds to the fun, there is a lot of room for the player to optimize their strategy. So from this, I would deduce that a good way for an Indie developer to create a game with a lot of replay value and a high fun factor with minimal effort is to develop a game that features such emergent patterns. One way to achieve such emergent patterns whilst keeping a core simplicity is to rely on multiple sets of simple factors. If we take a crazy golf game for example, we could develop 64 obstacles to provide 64 different challenges. Alternatively we could develop 8 types of ball. Each ball would have a simple physical property that on it's own is easily understood, it could be magnetic, spiky, light, heavy, invisible, fast and so on. Now we need a second set of factors, which in this case could be obstacles. Each of this second set of factors should react differently in combination with the first set of factors. Taking the example of obstacles, we could have magnets, fans, bumpers, speed ramps and so on. If we have 8 factors in each group but each factor reacts differently with the factors of the other group, the player now has 64 different combinations of these factors, and as such has many more patterns to learn, whilst only having to base their decisions on an understanding of a total of 16 factors. That's less work than having to design 64 obstacles, but provides more patterns, and probably more fun for less effort. Obviously I would imagine this could be overdone, we could introduce a 3rd or 4th group of factors, but I imagine there would come a point where we get diminishing returns in the fun factor as the game becomes too complex and thus offputting. Do you know of any other games utilising this kind of priniciple, or do you have any ideas of your own that use combining factors? Most games do to an extent, but some more so than others. Chess for example offers a small number of basic moves, but there are many combinations of moves as there are other factors such as the position of the piece to be moved, the choice of which piece to move, and the position of the opponents pieces. I'd be interested to hear peoples views on the subject :) Cheers, Steve