Context, Challenge and Catharsis

Ben "Yahtzee" Croshaw :

A long time ago I proposed in this column a thing that I'm still determined to turn into an actual Thing: that the ways in which video games are appealing to users can be broken down into three categories: Context (by which I mean story), Challenge (by which I mean challenge) and Gratification (by which I mean everything that is fun on an immediate, primitive level with no apparent involvement from the other two). The milking-stool model. A good game should endeavor to make use of all three legs, but a particularly strong showing in some legs can make up for deficiency in others. It might be a wonky stool, but it'd still stand up.

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