"fun" doesn't exist and chasing it in design is like chasing a rainbow. focus on a concrete experience goal and work from there
emotions game designers regularly confuse for fun:
you can make a work of art a thousand times more effective by setting your experience goals on joy, or fear, or sorrow, or any number of emotions, instead of chasing a nebulous concept of "fun."
narrow down your experience goals and make a game with razor focus. the result will be infinitely more interesting.
@HTHR I've only seen a few new movies this year and the stand-out Classics were NOT, by any means, "fun" to watch
Fuck fun, make something meaningful
@HTHR ((They were Midsommar and The Lighthouse, both of which absolutely knew what they wanted to be and pursued that end relentlessly, if you were curious))
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