User:Psychotron

How to Make Dying Fun

I've spent the last three days hosting play-tests for my solo game WAJU. Adjusting the difficulty curve to accommodate for a wide range of players got me thinking about fun in a less traditional way. It's usually easy to tell what makes winning fun. Victory is generally satisfying, and developers design hoping to maximize that satisfaction. However, players usually lose more frequently than they win. In fact, players should lose more than they win. But those frequent losses can fog the game's fun factors, or worse, cause users to quit all together. So the big question everyone should be asking is, how do we make dying fun?