Sid Meier on Game Design: Find the Fun

We’re all so smart and strategic that we’re not doing enough of this anymore…

“Sid’s never had to write a design document, because instead of debating with you about some new feature he wants to implement, he’ll just go home and at night he’ll implement it,” Solomon said. “And then tomorrow when he comes in he’ll say, ‘Okay, now play this new feature.’ And you’ll play, and then you can have a real conversation about the game, instead of looking at some design document.”

“‘Find the fun’—that’s Sid’s phrase,” said Reynolds. “Essentially, you have to make something in order to have any chance of finding the fun. Fun wasn’t going to be found on a piece of paper, at least fun in terms of a video game.”

The Limits of Videogame Interaction: The Fat Pipe-Thin Pipe Problem

Sure it sounds pornographic, but I think it’s an interesting idea that can apply throughout experience design of almost any kind.  

“Stated simply, the FPTP problem is an issue of discrepancy between the bandwidth a game uses to communicate to the player and the bandwidth the player has to communicate back. A game’s capacity to output rich, nuanced information exceeds that of film or television, yet a player’s capacity to reply with equivalently rich and nuanced statements is massively constrained by our input devices and our game designs. In a sense, from the perspective of a game, players would appear to suffer from some extreme form of autism; our inputs suggest that we take the game’s output at such a literal surface level that we appear to either not understand or not receive all the cues the game gives us.”

(Via Edge Online )