Sunday, 27 February 2011

Natural Funativity

Below are some of the types of 'fun' that are addressed in the natural funativity theory. The theory states that games and other types of media use our primary urges as humans to evoke fun.

Physical Fun:
This looks at a humans primary urge, survival. Where humans would need to be strong and fit to survive, certain games today can get the same reactions. Team sports games, physical games such as dance mats and the eye toy are all forms of physical fun that get the player moving and acting in a way that we would once need to to survive.

Social Fun:
As humans we have always been tribal. Attracting mates and forming groups has become a natural way of life. The form of social fun in media are online games, multiplayer games and chat rooms. All of these things allow for interaction between humans while playing video games.

Mental Fun:
Mental fun is how we as humans use our brains. Games such as tetris, the rubic's cube and bedazzled are all games that are much more demanding on the brain than those above.

Blended Fun:
Blended fun is quite simply all of the types of fun listed above mixed into one. Most forms of entertainment these days have more than just one type of fun in them. Sports games tend to have a broad variety of fun in that they are physical while at the same time strategic and social.

Wednesday, 16 February 2011

Feedback Loops

In game design there are two types of feedback loops, positive and negative. A positive feedback loop is where the act of succeeding within a game makes it more likely that you will continue to succeed. For example, in Monopoly, when one player gets ahead early in the game, it's incredibly difficult for the other players to catch up. Because of this, it inevitably makes the game end sooner as the winning player doesn't get as obstructed as they would in a game with negative feedback loops. Some realistic racing games also have positive feedback loops. If one player gets too far ahead there are less cars trying to race for their position which therefore makes it easier for the leader.

A negative feedback loop is the complete opposite of a positive one. They reward players in the game who have fallen behind and therefore allow them the opportunity to cath up. Mario Kart has negative feedback loops. When collecting items, the players at the back often get rewards that allow them to catch up with the rest of the field and in some cases even attack the leader. Drivers at the front often end up with rewards that offer them little advantage.

Monday, 7 February 2011

Flash project

My final idea for our individual Flash game has now been set. I have decided to do a maze adventure game entitled, A-MAZE-ING!

The player will play as a bunny (name tbc) and will have to navigate their way through a variety of mazes set in different locations. Screenshots and more information will be uploaded soon.