Games & Virtual Worlds Series

Difficulty & Mastery

Understanding Games: How Video Games & Board Games Work

Flow

Mihaly Csikszentmihalyi was a psychologist who developed the concept of “flow” to describe the mental state of complete immersion in an activity. According to Csikszentmihalyi, flow is a state of concentration and focus in which a person is completely absorbed in an activity, and is able to lose track of time and their surroundings. Flow is often associated with feelings of enjoyment and satisfaction, and can lead to increased productivity and performance.

The concept of flow has been widely studied and applied in a variety of fields, including psychology, education, and game design. In the context of game design, flow is often seen as an important factor in creating a satisfying and enjoyable player experience. Game designers aim to create games that can lead to a state of flow for players, by providing challenges and goals that are appropriately matched to the player’s skill level, and by designing the game in a way that allows players to lose themselves in the gameplay.

Mastery

Game designers design games that allow players to achieve mastery by carefully balancing the challenge and complexity of the game with the player’s skill level. This can be achieved by providing players with a variety of challenges and goals that are appropriately matched to their skill level, and by allowing players to gradually increase the difficulty of the game as they improve their skills.

Designers can also create systems for players to track their progress and measure their improvement, such as leaderboards, ranking systems, or achievements. These systems can provide players with a sense of accomplishment and help them to feel like they are making progress towards mastery.

Another important aspect of designing games that allow players to achieve mastery is providing players with the appropriate tools and abilities to overcome challenges. This can involve providing players with a wide range of abilities or options to choose from, or allowing players to customize their characters or equipment in order to tailor their gameplay to their individual playstyle.

Fiero (Hard Fun)

Fiero, also known as “hard fun,” is a term used to describe the feeling of accomplishment and pride that players experience when they overcome a challenging obstacle or achieve a difficult goal in a game. This feeling of fiero is often accompanied by strong emotional arousal, and is often seen as an important factor in creating a satisfying player experience.

Game designers can create fiero in games by designing challenging obstacles or goals that players must overcome, and by providing appropriate rewards or recognition for players who successfully complete them. This can involve designing difficult levels or boss battles that require players to use their skills and knowledge to succeed, or providing players with achievements or other in-game rewards for completing difficult tasks.

Fiero is often seen as an important aspect of game design because it can create a sense of accomplishment and pride for players, which can be a key factor in maintaining player engagement and enjoyment.

Further Reading & Exploring

https://positivepsychology.com/mihaly-csikszentmihalyi-father-of-flow/

Mihaly Csikszentmihalyi developed the concept of “flow” to describe the mental state of complete immersion in an activity.

https://www.verywellmind.com/what-is-flow-2794768

Flow is a state of concentration and focus in which a person is completely absorbed in an activity, and is able to lose track of time and their surroundings.

Related Articles

What is a Game?

Rules & Mechanics

Eurogames vs Amerigames

The Game State, Information & Movement

Narrative Elements

Chance, Probability & Fairness

Skill & Decision Making

Trade-Offs, Dilemmas, Sacrifices, Risk & Reward

Strategy, Tactics & Feedback

Actions, Events, Choices, Time & Turn Taking

Winning, Losing & Ending

Balance & Tuning

Economies

The Magic Circle

Ethics, Morality, Violence & Realism

Game Genres & Tropes

Levels

Layouts

Atmosphere & Progression

Agency

Gamer Dedication

Systems Concepts

Overview of Video Game Systems

Core vs Non-Core Mechanics

Core Mechanic Systems

Non-Core Mechanics: Economies

Non-Core Mechanics: Progression

Non-Core Mechanics: Social Interactions

History of Video Games

Common Digital Gaming Platforms

Bibliography & Further Reading

  • A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy and Naomi Clark
  • A Theory of Fun for Game Design by Raph Koster
  • Advanced Game Design: A Systems Approach by Michael Sellers
  • An Introduction to Game Studies by Frans Mayra
  • Basics of Game Design by Michael Moore
  • Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made by Jason Schreier
  • Board Game Design Advice: From the Best in the World vol 1 by Gabe Barrett
  • Building Blocks of Tabletop Game Design: an Encyclopedia Of Mechanisms by Geoffrey Engelstein and Isaac Shalev
  • Character Development and Storytelling for Games by Lee Sheldon
  • Chris Crawford on Game Design by Chris Crawford
  • Clockwork Game Design by Keith Burgun
  • Elements of Game Design by Robert Zubek
  • Fundamentals of Game Design by Ernest Adams
  • Fundamentals of Puzzle and Casual Game Design by Ernest Adams
  • Game Design Foundations by Brenda Romero
  • Game Design Workshop by Tracy Fullerton
  • Game Mechanics: Advanced Game Design by Ernest Adams and Joris Dormans
  • Game Writing: Narrative Skills for Videogames edited by Chris Bateman
  • Games, Design and Play: A detailed approach to iterative game design by Colleen Macklin and John Sharp
  • Introduction to Game Systems Design by Dax Gazaway
  • Kobold Guide to Board Game Design by Mike Selinker, David Howell, et al
  • Kobold’s Guide to Worldbuilding edited by Janna Silverstein
  • Level Up! The Guide to Great Video Game Design, 2nd Edition by Scott Rogers
  • Narrating Space / Spatializing Narrative: Where Narrative Theory and Geography Meet by Marie-Laure Ryan, Kenneth Foote, et al.
  • Narrative Theory: A Critical Introduction by Kent Puckett
  • Narrative Theory: Core Concepts and Critical Debates by David Herman, James Phelan, et al.
  • Narratology: Introduction to the Theory of Narrative, Fourth Edition by Mieke Bal
  • Practical Game Design by Adam Kramarzewski and Ennio De Nucci
  • Procedural Storytelling in Game Design by Tanya X. Short and Tarn Adams
  • Professional Techniques for Video Game Writing by Wendy Despain
  • Rules of Play by Salen and Zimmerman
  • Storyworlds Across Media: Toward a Media-Conscious Narratology (Frontiers of Narrative) by Marie-Laure Ryan, Jan-Noël Thon, et al
  • Tabletop Game Design for Video Game Designers by Ethan Ham
  • The Art of Game Design, 3rd Edition by Jesse Schell
  • The Board Game Designer’s Guide: The Easy 4 Step Process to Create Amazing Games That People Can’t Stop Playing by Joe Slack
  • The Cambridge Introduction to Narrative by H. Porter Abbott
  • The Grasshopper, by Bernard Suits
  • The Routledge Companion to Video Game Studies by Bernard Perron and Mark J.P. Wolf
  • The Routledge Encyclopedia of Narrative Theory by David Herman
  • The Ultimate Guide to Video Game Writing and Design by Flint Dille & John Zuur Platten
  • Unboxed: Board Game Experience and Design by Gordon Calleja
  • Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques by Evan Skolnick
  • Writing for Video Game Genres: From FPS to RPG edited by Wendy Despain
  • Writing for Video Games by Steve Ince
  • 100 Principles of Game Design by DESPAIN

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