Anti Fun - DevRubicate/Devil-Fresh GitHub Wiki
Introduction
Anti-Fun is a term to describe a feature of a game that is explicitly the opposite of fun. It's a useful concept, especially when analyzed alongside the notion of fun itself, to avoid outstanding flaws or unpleasant experiences for the player.
Anti-Fun is an especially useful concept when dealing with balance concerns. Often when balancing, an anti-fun element will be intentionally inserted into the game, to provide a contrast or highlight the fun of another experience. It's incredibly important when developing such an element to make sure that the amount of Anti-Fun added doesn't exceed the amount of fun that it enables.
Examples
- Many features in competitive multiplayer games
- CC in MOBAs
- Combos in fighting games
- In general, anything that empowers one player by allowing them to restrict the other player
- Even instances high damage can produce substantial anti-fun, by way of zoning or causing death.
- Death mechanics
- Punishment on death. If it's too strong, it can be a net Anti-Fun, but if it's too weak, the player might not feel challenged, or the game might lose intensity.
- Dark Souls' bloodstain recovery mechanic is a great example of mitigating the Anti-Fun of a death penalty, without substantially lowering the fun it enables.
- Punishment on death. If it's too strong, it can be a net Anti-Fun, but if it's too weak, the player might not feel challenged, or the game might lose intensity.
- Grinding
- Often grinding can be a beneficial feature: It can add a sense of progress or give the player a way to unwind after a particularly difficult or involved part.
- On the other hand, forced grinding without conditioning the player to want a grind can often be very tedious and produce high amounts of Anti-Fun.
- The same logic can apply to anything that slows pacing or attempts to stretch out content.