Natural Funativity (10 Nov 2004)
When LucasArts Entertainment Company was still known as Lucasfilm Games, our boss was Steve Arnold, who had been drawn into the games industry at Atari after years as a child psychologist. This made him uniquely qualified not only to understand the audience for our games, but also to manage and motivate a bunch of young game developers. One of the first things he would ask us when we presented a new game concept was: "What is the Funativity Quotient?" It was a question that encouraged us to think about just what aspects of the idea would make it fun, and I was always intrigued by the implication that fun could be categorized, defined, perhaps even measured. But how do we get at the underlying roots of fun?
Article URL: http://www.gamasutra.com/features/20041110/falstein_01.shtml
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