Why Is It Fun?! XCOM Edition!
I have a new article format I want to insert forcefully yet pleasurably into you brain array! It's called "Why Is It Fun?!", and it's similar to my combat analysis articles, except it's not limited to beat 'em ups and it's not just about combat mechanics. It's about the spectrum of interactions and the response of enjoyment/addiction you feel when you experience it. It's going to be very interesting seeing what themes emerge! Let's start this party off with XCOM: Enemy Unknown.
Why Is It Fun?!
- Moving your little soldiers around a grid is fun because it makes you feel like a general, and generals are smart and powerful. There is a distinct pleasure in telling a bunch of powerful little entities where to go and who to kill, which is the very essence of the general's job position.
- Customizing your little soldiers is fun because you get to express yourselves, which generates a sense of ownership and closeness with the little soldiers. It also makes your decisions that involve them much more meaningful, which is also fun.
- Naming and customizing them to resemble your own friends is fun because it gives you stories to tell, laughs to laugh, and in-game deaths to actually feel something about. Your friends get to cash in on the fun, too.
- Gambling on soldier abilities in the middle of a fight is fun because of the inherent risk and reward. You could fuck it up and get hurt or you could pull it off and feel amazing. Either way it's thrilling!
- Playing it safe with overwatch is fun because on the occasion that it works, you feel like a complete tactical bad ass.
- Throwing grenades and shooting rockets is fun because you get to distribute destruction amongst a bunch of little bad guys, and there are few instances in which this doesn't feel good.
- Choosing the ability upgrades on your little soldier is fun because you get to make an interesting decision. Every side of the tree has pros and cons, and it's thrilling to both A. pick one because you know it's right and B. pick one even though you don't know which one is right.
- Earning money is fun because you get to determine what to spend it on, and spending money is fun.
- Developing a base is fun because you get to determine where facilities go and how bad you need them.
- Researching is fun because the game gives you an exciting countdown to a point in which you get to buy more powerful weapons and armor.
- Outfitting your group of little soldiers is fun because there is both expression and tactical contemplation involved, and picking the right equipment makes you feel smart and powerful.
- Determining which little soldiers go into a battle is fun because you get to gamble on the effectiveness of your choices, and this is thrilling.
- Killing enemies is fun because in addition to the obvious endorphin injection, they explode in a gooey mass of blood and guts, which reinforces the sense of power you feel.
There are many more reasons the game is fun, but thinking like this is a good design exercise! It helps to know what your players will be feeling when they interact with your game in specific ways, and maximizing the positive aspects of those interactions is what makes your game stand out. Do this on your own with some of the games you're playing/played or love/loved and you will develop some very valuable insight.
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Adam
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Shane Wegner
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Shane Wegner