Chapter 21. Making Things Difficult

GAMES ARE INEFFICIENT. There are quicker paths to the top corner of Candyland—just ignore the winding path. Throw in some extra gear, and first-person shooter games like Halo or Call of Duty could be completed much more quickly. If the goal of Hopscotch is to reach a particular point, just get rid of the squares—that’d be easier, right? And what about Poker? If we just had everyone keep their cards face up on the table, it’d be a lot easier to know what to play or bet.

But it is precisely these kinds of conflicts that make a game fun and allow the game designer to shape the path on which players travel. Take away these artificial constraints and the game ceases to be a game. Conflicts and choices, however inefficient ...

Get Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.