About Games, Learning and the Quest for Fun

Every animal plays. It is one of the primary methods of learning to deal with life’s pitfalls. In fact, studies suggest it is hard wired into our brains. When we learn something, chemicals are released into our blood that we perceive as enjoyable. Fun.

Kittens chase each other to learn the hunt without the risks of real prey. The first cavemen probably had running competitions when they were young. The first villages had squares where kids could play tag. Tag begat Chess. Chess begat Asteroids. Asteroids begat HALO. HALO begat World of Warcraft.

Gaming teaches us lessons. Lessons that reflect life. We play competitively, since food could be scarce; we play together, since a mammoth is too challenging for one hunter; we play house, since kids are a big thing.

With the rise of the internet, we have new lessons to learn. We need to collaborate, communicate and share. We need knowledge, insight and the ability to sift through large amounts of data. Humans are always unconsciously subconsciously constantly searching for ways to get that edge.

All this is dry philosophy, though. Just as knowing what chiaroscuro technique makes Rembrandt special does not make you a master painter, knowing what biochemical psychology lies underneath the drive to play does not make a fun game.

Market driven development, didactics, psychology, all these things are useful in game development, but many companies out there forget that they do not equate FUN. We believe that creating fun is the only lasting foundation for a game company and . we Therefore we keep asking ourselves: “but… is it fun?!?”