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Are Games Really That Persuasive? | TechCrunch


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The primary reason why these projects fail is that they are terrible as games. They are trite, earnest, cumbersome, badly engineered and slow. Their core systems (the rules, actions and outcomes) are limited and have no sense of delight. They lack robustness, are very easily exploited as a result, and the user reaches her maximum mastery very early.

They’re just no fun. (My definition of fun is: The joy of winning while mastering fair game dynamics). On the other hand, there’s Fate of the World. A multiple-award winning game about climate change and resource crises, Fate of the World is a small-but-passionate success story. Its developers have recently launched an expansion pack named Tipping Point, and continue to build it out.

It seems really hard to make a game that is both fun and educational.

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