Game Fun

Game Fun

For this week, I read over two articles. The three articles I read were:

-Natural Funativity by Noah Falstein

-Clubs, Diamonds, Hearts, Spades: Players Who Suit MUDs  by Richard Bartle

I will summarise what I found important and learnt.

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-Natural Funativity by Noah Falstein:

The first article I read was 'Natural Funativity' by Noah Falstein. I enjoyed reading this article as I learnt the different three basic areas that make up the natural funativity theory. They are:

Physical Fun: The same connection between us now and our evolutionary heritage is the survival instinct. Anything that threatens our survival grabs our attention. Games love to have survival as a big part of the game as it grabs the players attention and makes them more invested into the game. A good example of a game using survival as a huge part of their game is Minecraft, and Minecraft is one of the best selling games of all time which proves how important survival is in games.

Social Fun: At the very start of gaming, it was hard to make friends through video games as online wasn't so big back then, but nowadays, online part of gaming is the biggest part. With online being a huge factor in a game it makes people make friends through a game. For example, someone could go into a Fortnite game online and using their mic, they could talk to other people who are on the persons team which can lead them to become friends if they feel like they got a good bond off one online game.
An image of Fortnite, a great example of a social fun game.

Mental Fun: Games can be very good for the brain. There are many games out there that someone can play to train their brain. For example, there is a huge Nintendo game called 'Brain Age' , which would ask the player to enter their age and they would then test their brain to see how good their brain is and after a while the player can try beat their old score which would show that their brain has been improved in the certain challenge.


-Clubs, Diamonds, Hearts, Spades: Players Who Suit MUDs by Richard Bartle:

The second article I read was ' Clubs,Diamonds,Hearts,Spades:players who suit MUDs' by Richard Bartle. 

MUD is a multiplayer real-time virtual world, usually text-based. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat.



                  Killers            |                  Achievers
                                     |
                                     |
                                     |
                                     |
                                     |
          PLAYERS -------------------+------------------- WORLD
                                     |
                                     |
                                     |
                                     |
                                     |
                  Socialisers        |                  Explorers
                                INTERACTING
The axes of the graph represent the source of players' interest in a MUD


The x-axis goes from an emphasis on players (left) to an emphasis on the environment (right); the y-axis goes from acting with (bottom) to acting on (top). The four extreme corners of the graph show the four typical playing preferences associated with each quadrant.

In this article I learnt about the different type of players in games and how they all act different. I enjoyed reading the first article more than the second one as I found the second one to be a bit too long and confusing but I felt like I took away valuable information about games from both of the articles . Overall, I enjoyed this weeks reading and I am looking forward to learning more about games next week.

Here is the two links to the articles:

-Natural Funativity by Noah Falstein: https://www.gamasutra.com/view/feature/130573/natural_funativity.php?page=2

-Clubs, Diamonds, Hearts, Spades: Players Who Suit MUDs  by Richard Bartle:http://mud.co.uk/richard/hcds.htm

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