First, What is Gameplay?
Gameplay: The gameplay of a video game usually refers to the thing that is the main focus of the project outside of the story.
The source of the fun from gameplay can be broken down into 3 categories: pleasure, need fulfillment, and information. All of this are important and valuable components of a game. All of these elements help serve the higher interesting of serving and enriching the lives of the consumer. So let’s go through each of this one by one and explain how and why each of these elements cause us to have fun.
First off is the experience: The sensory pleasure we get from a game is almost universally the initial factor of it that we find “fun.” The sense pleasure is definitely important. Sensory pleasure, is pure intrinsic fun; it’s something we desire in and of itself, rather than desiring it as a means to an end. It’s a great and very important aspect of the game, but it’s importance tapers off as we continue to progress through the experience of a game. Once we’ve had our thrill and pleasure from the taste of the game’s visuals, sounds, and mechanical controls, our minds begin to crave more. Our brains don’t want to just play and interact with the game world. The novelty of our very actions affecting this world wears off and doesn’t last forever. The superficial appeal fades with use and time. So quickly after our initial experience and thrill of playing a game we want more depth.
To give a concrete example: Whacking things to death in Kingdom Hearts is initially fun because of the sensory input that we’re receiving from the screen and controller. It’s pleasant and fun to rhythmically press the buttons on the controller. As we play the game and watch the screen, lights, sounds, and noises, project and come forth from it. When Sora hit’s defeats a heartless a “WHOOSH”ing sound is made. When we pound a heartless once, visual flares makes spread across the screen. As Sora attacks and rolls around the screen he grunts and yells things. All of these give us sensory pleasure; a.k.a. fun; Yes, “Fun” at it’s most basic and rudimentary level is simple minded, mindless, sensory pleasure. Fun at this level is nothing striking or extravagant, but it doesn’t have to be. After all the sensory level is the initial basis and draw for nearly all things, not just games. Sensory pleasure is an important tool for distinguishing things that will help us or things that will hurt us. It’s okay to expect some level of pleasantness at the surface level of a game. But while it is okay, it can get carried away, and it won’t last. This is where the the need fulfillment side of the argument comes into play.
The colorful, interesting sights, and sound we see begin to fulfill our needs and contain greater philosophical value to us when our brains begin to realize that WE'RE doing that. YOU’'RE making all of these awesome, amazing things happen. You! The gamer! The man outside the magic box and screen! You’re doing this! You’re making these “radical” and “narly” things happen! Now you’re brain is content to just watch the screen smiling stupidly, now it wants to interact with the screen. It want to “play” with it. It wants to experiment and act in all sort of different ways to test it and find out the limits of what “my” actions can do. This mode and level of the game is the level that someone like Roger Van Der Weide, and myself personally, extremely enjoys. His Sonic Adventure “In Minutes” clip of Sonic yelling, “WHEEEE!!!” Is highly appropriate for this stage of the gameplay experience, in fact it’s perfect for it. Once a person get's over the high of affecting the game world, the next step of enjoyment is qualifying good effects from bad, thus challenge is born.
When challenges arise, morals and psyche come into play, "Not only did I effect this game world, but I had a positive impact, and I did something difficult that possibly few others could do!." It fulfills are need to feel powerful strong, heroic, courageous, brave, BA, and/or many others. One of the biggest needs that games consistently fulfill for hardcore, “gameplay” gamers, is the need for achievement. This need grants a player a feeling of emotional validation and esteem. This is why trophies and in game achievements are so widely loved, praised, and adored/abhored amongst gamers. In the case of trophies, it's the need to prove yourself to others, and society at large. Trophies are external to the self. They’re set by others; thus, they prove your worth in a somewhat objective and large scale way. At least, it feels like it is. That’s the mental-psychological trap and what it promises. Just because standards are external to yourself, that doesn’t mean they’re automatically valid. Does some absurd and arbitrary act in some made up system, really and truly prove anything about you as a person? What if you fail the challenge? Then it’s a doubled edged sword and worse for you. It lowers your self esteem. If everyone else could do it but not you, then you feel horrible about yourself and may even begin to hate yourself. And for what? Now being able to jump through a hoop? It's a horrible manipulation and lie; a mental trap, which is why I hate it so much.
At work, we have have goals to meet, and that's a good use of this type of gamification,brain exploit, as it's something of true value to society to work and produce goods. A person has every right to feel good about themselves if they work hard and make accomplishments at their job. A person does not have the same right to feel good about themselves in the same sense for overcoming some arbitrary task, yet people act like the two hold the same weight and importance which is frustrating to me.. That's as dumb and foolish as teenagers, jumping over a lit fire. To me that’s saying, "Dee Hee Hee, Hey everyone look at me! Look how awesome I am for accomplishing this dangerous and stupid act that could permanently scar me.”
So other than fulfilling our need to achieve and accomplish difficult,practical, or socially valuable tasks what else can games provide? This is where the story element comes into play.
Narrative:
As interactive simulations, games, actually, have the potential to be the most advanced, immersive, thorough, and engaging way of conveying information. If you go back to earlier times before written language was in common use, people would have to rely on word of mouth to hear a story. A guy could come running in to his tribe, sweating and bloody, and he would have to be able to explain to them purely with words what happened and how he felt during it. Today, with gaming technology, people don't have to simply explain what their experiences and ideas are like through metaphorical analogy, instead they can craft a simulated reality to almost directly convey to others what they perceive. So, the enjoyment of stories is relevant and pertinent to both the sensory and hypothetical parts of our brains, but the stories in games should, in general, appeal to people preferring to get an experience out of it, than someone hoping to get some clever connections out of it. Kingdom Hearts is a crappy hypothetical story because it doesn't make any sense on a larger scale. It pretends to be deep and meaningful without actually containing any depth, or meaning. If you take it literally at the surface level rather than impressionistically and poetically, then it doesn’t satisfy the need and desire to here clever, witty ideas and perspectives. It fails to satisfy the desire for idea novelty; it fails to satisfy the hypothetical, abstract mind. While having a game with a great and perfect story is a worthwhile ideal and goal. It’s also important to understand how expensive and time consuming that process can be. While games are indeed amazing and thorough storytelling devices, how extremely difficult and hard it is to tell a good, well thought story with a good flow to it when you have multitude of other factors to consider as a developer. This is why I ultimately still love the Kingdom Hearts series, and forgive it for it’s flaws. However bad, it may seem when you piece together in a direct literal manner, when it comes down to it all, it’s quite an impressive feat that it’s been so consistently committ to it’s, characters, game world, and story. The same can not be said of the Sonic series not matter how great we can find Sonic Adventure 1 and 2’s world to be.
Anyway, games are great on all three levels, the sensory experience, the need fulfillment, and the plot, but what truly makes a game grand is when it perfectly blends and adjusts all three of this elements together. No game has achieved this, but few have come close. Let’s be thankful for those, and hope for more good, well rounded games to come in the future, inside and outside of the Sonic community.
For additional information here are some more relevant resources on the matter. Check out
Extra Credits focuses on the more clerical, pragmatic aspect while Game Theory focuses on the philosophical and psychological approach.. What mental muscles does the game use and work? They claim all games are designed to test and use three different mental skills in varying degrees: Planning skills, Practice skills, and Improvisation skills.
https://www.youtube.com/watch?v=s9xkfPLJWf0
Game Theory It focuses on the need fulfillment aspects I discussed. Why do you play games? A; To meet your needs. They attribute it to three main needs, but I definitely think there are more. They basically say that you're trying to fulfill your 1. social need to interact with others
2. Need for achievement; a.k.a. and external/ personal validation
3. Need for Autonomy; a.k.a, the need to feel secure, via power, and control your external surrounding/ and or self which protects you if things should begin to go wrong; If you have power over yourself, and you're environment, you can feel safe. Basically it fulfills our need for certainty and security. The main motivating force for people who argue for gun control laws is a place of genuine human need and fear. They're aren't looking at the matter purely objective from an outside perspective, but from personal need
https://www.youtube.com/watch?v=MyUC_28HIvA