{"id":17,"date":"2006-04-11T14:42:48","date_gmt":"2006-04-11T21:42:48","guid":{"rendered":"http:\/\/www.designer-notes.com\/?p=17"},"modified":"2006-04-11T14:42:48","modified_gmt":"2006-04-11T21:42:48","slug":"the-free-market-of-fun","status":"publish","type":"post","link":"https:\/\/www.designer-notes.com\/the-free-market-of-fun\/","title":{"rendered":"The Free Market of Fun"},"content":{"rendered":"<p>A few months ago, David Sirlin wrote an interesting <a href=\"http:\/\/www.gamasutra.com\/features\/20060222\/sirlin_01.shtml#\">rant\/article<\/a> on Gamasutra criticizing various aspects of <em>World of Warcraft<\/em> for &#8220;teaching&#8221; the players the wrong things. He says some interesting things about the fairly obvious points that <em>WoW<\/em> encourages time over skill and group-play over solo-play. However&#8230; the article fails because of one false assumption, and I wanted to talk about it because it is a mistake made commonly by those who discuss game design. Namely, <strong>game designers do not get to decide how players have fun<\/strong>.<\/p>\n<p>This point is so important, that I will imitate Sirlin by repeating it again. <strong>Game designers do not get to decide how players have fun!<\/strong><\/p>\n<p>Players invest their time in a game if they are enjoying themselves. We, as game designers, provide fun in a free market. In other words, we create the supply; they provide the demand. <em>World of Warcraft<\/em> is successful because it meets the &#8220;demand for fun&#8221; of some five million players. This demand comes from players who, using his arguments, prefer a game which rewards time over skill and encourages grouping over solo play. Certainly <em>WoW<\/em> is not without imperfections, but one must assume that the game&#8217;s subscribers are playing the game because they like the core features which Sirlin has decried.<\/p>\n<p>Of course, these features may in fact teach the players the wrong lessons about life. They may be teaching that it is wrong to be highly skilled and self-reliant. It doesn&#8217;t matter. In a free market, we cannot control what games people choose to play. Sirlin may be able &#8220;to design an MMO that teaches the right things&#8221;&#8230; but will it matter if no one wants to play it?<\/p>\n<p>I don&#8217;t really feel good about making this point because, after all, I&#8217;m sure we would all like to think that the games we make <em>do<\/em> teach the players important lessons and perhaps make the world a slightly better place. Well, a good game always does the latter but not necessarily the former. Good games entertain us, help us enjoy ourselves and forget our troubles &#8211; that entertainment is the value for which players are looking. Creating it is not an ignoble cause&#8230; but a good game will not be made better just by making sure it teaches the right lessons.<\/p>\n<p>By the way, I would like to add that Sirlin has written many, many excellent articles that do a great job of spelling out the challenges of game design. For example, his article on <a href=\"http:\/\/www.sirlin.net\/Features\/feature_rps.htm\">rock\/paper\/scissors mechanics<\/a> is the best I have seen on the subject. (In fact, I shamelessly stole from it for my 2004 GDC presentation&#8230;)<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A few months ago, David Sirlin wrote an interesting rant\/article on Gamasutra criticizing various aspects of World of Warcraft for &#8220;teaching&#8221; the players the wrong things. He says some interesting things about the fairly obvious points that WoW encourages time &hellip; <a href=\"https:\/\/www.designer-notes.com\/the-free-market-of-fun\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a> <a href=\"https:\/\/www.designer-notes.com\/the-free-market-of-fun\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[4],"tags":[],"class_list":["post-17","post","type-post","status-publish","format-standard","hentry","category-games"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p3EGlq-h","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/posts\/17","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/comments?post=17"}],"version-history":[{"count":0,"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/posts\/17\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/media?parent=17"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/categories?post=17"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/tags?post=17"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}