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by smogcutter 1972 days ago
Look up the “8 kinds of fun” if you haven’t seen it before. It’s a really compelling (I think, at least) framework that explains why looking at games as just collections of mechanics doesn’t communicate whether you’d actually enjoy them.

I feel like a broken record posting something about this on every thread about games, but I really think it’s worth spreading around.

2 comments

Well, to be fair, the article doesn't say anything about that the chosen set of mechanics (novelty) have to provide fun. Actually, this seems to be the usefulness part of creativity, or as they describe it, how "playable and entertaining" "appropriate observers" perceive the game.

As you already refer to LeBlanc's "8 kinds of fun": he also is one of the authors of the MDA framework - a framework to analyze games - which states, that the mechanics of a game are the only thing game designers can influence.

https://en.wikipedia.org/wiki/MDA_framework (the article itself is linked in there)

While the authors don't state it directly as this framework, they refer to the framwork as an explanation of why they use mechanics.

I would say that the mechanics tags are more of a weak negative signal for me. There are lots of games that I don't enjoy despite them featuring mechanics that I like; for example, I should like Scythe based on what it is, but across about two dozen playthroughs I just don't— the pacing is wrong for me and I'm never satisfied with where I end up.

On the other hand, there are certain mechanics that I either don't enjoy (dice battles) or am sick of (deck building) which if present makes it much less likely that I will enjoy the game as a whole.

Totally, I don’t think any one perspective is complete & sufficient.

What I like about the 8 kinds of fun is it pushes back against an approach I think you see a lot in “serious” board game circles of a kind of “model/view” perspective on games. The mechanics are the model and the only part worth paying serious attention to, and the setting/fluff/etc is the essentially interchangeable view. The “8 kinds” perspective is a reminder that people engage with games in a lot of different ways, many of which really live in the interaction between the model and view.