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Socoder -> Concept/Design -> Where do you get the fun from?

Sat, 28 Nov 2009, 06:29
HoboBen
I've been making game prototype after game prototype... all of which have been a bit of a waste of time.

How do you make an idea fun?

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blog | work | code | more code
Sat, 28 Nov 2009, 06:31
Jayenkai
The thing I find works most often is creating a basic engine, then just playing in it until a fun idea emerges.
I don't think there's any real place where the ideas come from, it's just .. Whatever feels good in the none-game should hopefully translate well into a bigger game.

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''Load, Next List!''
Sat, 28 Nov 2009, 06:39
Phoenix
A game is fun if playing it is rewarding. You need to find a way to make the game challenging, and praise the player when he crosses the hindrances.

It's a pretty broad question, and I don't think a lot of game ideas are just right from the first prototype. Show us your prototypes, and maybe we can comment on what's lacking.
Sat, 28 Nov 2009, 10:58
Afr0
That's a good question.
I think life was supposed to be fun, but it turned out to just be a waste of time, too!
If anyone knows how to make life fun (I.E worth living) gimme a call...

Edit: As for making games fun, I've played Max Payne over again and it's pretty fun. Even for it's age.
I think the developers pretty much said "Let's make a third person shooter with slow-motion like Matrix and a good story"
Turns out the story element was enough to make it a good game, because as far as shooters were concerned, a good story had never existed up until that point.

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Afr0 Games

Project Dollhouse on Github - Please fork!
Sun, 29 Nov 2009, 13:19
CodersRule
For me, good story/plot = fun.
Getting a reward = fun.
Expand on getting a reward:
Just getting something isn't any fun. You want to be able to show it off or buy something with it.
But again, just buying something isn't enough.
You need to buy that thing to use it later.
Then it becomes addictive.
Then people get tricked into thinking it's fun.