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.
  • 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.