Level 7.1: Evolution of Fun (sans Pokemon)

Evolution of Fun (sans Pokemon)

Falstein’s answer is to take a trip back to early pre-history, when humans were at their hunter-gatherer stage. Primitive humans had to learn many skills in order to survive and reproduce. If we found it fun to learn certain skills, we would be more likely to practice them, and thus more likely to survive, reproduce, and pass on our genes to the next generation. Over time, those things that made us most likely to survive ended up being the things that we find “fun” today. Not all primitive hunter-gatherer skills are necessarily useful today, mind you, but our genetics haven’t had time to catch up with our technology yet.

In short: if a caveman found it useful, you’ll find it fun.

Falstein proposes three kinds of fun: “physical fun” (useful for any physical feats that allow us to fight or escape danger), “mental fun” (the problem-solving part of our brain that gave us such useful things as the wheel and fire), and “social fun” (the benefits of banding together in groups for mutual survival… and, of course, reproduction).

When I first saw this, I thought “wow!” Except I spelled it “WoW”… because, what is World of Warcraft, but physical fun (combat), mental fun (optimizing your equipment and skills), and social fun (dancing Night Elves)?

But we can apply this evolutionary thought process to any “kinds of fun.” Let us look some of the MDA’s 8 kinds of fun in this context:

  • Sensation includes physical movement (good for building muscle) and looking at and hearing things that are interesting (good for detecting opportunities or dangers).
  • Fantasy allows the kind of “what-if” scenario part of our brain to get stronger, allowing us to come up with novel ideas.
  • Narrative is useful for passing on vital information and experience to others in your group, increasing the chance that all of you will survive.
  • Challenge is a convenient way for different humans to show dominance over one another in a relatively safe way – “I can throw this rock further than you” is more useful than “let’s fight to the death” if you’re trying to build a colony.
  • Fellowship opens up the possibility of new food sources (a single one of us might get killed hunting a large beast, but a group of us together can take it down). It’s also rather hard to pass on your genetic material to the next generation if you’re alone.
  • Discovery is what makes us want to explore our nearby territory. The more territory we know, the more potential places for us to find food and shelter.
  • Expression probably comes from the same part of us that is hardwired to communicate through language. Language, and communication in general, are pretty useful.
  • Submission is… well, I’m not sure about that one. Maybe it is an effect of fun rather than the cause.

Discovering New Types of Fun

We can do this in reverse. Instead of taking something that’s fun and tracing it back to the reptilian parts of our brain, we can isolate skills that our hunter-gatherer ancestors might have needed to survive, and then use that to figure out what we would find fun. For example, here are some activities that are often found in games:

  • Collection. This is the “gathering” part of hunting-and-gathering, so you would expect it to be fun. And it is. When I was a kid, before video games became ubiquitous, the world’s most popular hobby was stamp collecting. In many board games you collect resources or tokens. Trading Card Game players collect cards. In the video game world, we’ve been collecting things since Mario first started collecting coins.
  • Spatial Reasoning. Primitive humans needed to figure out spatial relationships in order to build useful tools (for example, if you want to find a big stick to make a crude ladder or bridge, you need to be able to estimate length; if you want to stick two pieces of wood together, you need to be able to figure out how to make them fit). Many games make use of spatial relationships, from Tetris to Pente.
  • Advancement. I see this as kind of a meta-skill, the skill of learning new skills, which is obviously useful to a primitive human that needs to learn a lot of skills. We see this formalized in games all the time, from the overt Experience Points and Levels to finding new items or buying new weapons that give us better stats or new capabilities.
  • Finding Shortcuts. Finding novel, undiscovered ways to work around problems in ways that take less effort than normal helped primitive humans to conserve their energy; in that sense, laziness can be a virtue. Ironically, in games, this often takes the form of deliberate rule-breaking and cheating.
  • Griefing. Like other forms of competition, putting other people down is a way to show dominance and superiority over your peers. (Yes, some of us find it annoying and immature, but cavemen are not exactly known for their emotional sensitivity.)

Perhaps you can think of other kinds of fun?

Games Change Over Time

Play in general, and games in particular, help us to exercise the skills we need for adulthood. While the things we find fun require millions of years of evolution to change, the games we play can change with each generation. As such, you can tell a lot about a society’s values by looking at its most popular games. (A few centuries back when most people were farmers, grain harvesting was a big deal to a lot of people. Today it is not, so we do not see a predominance of “grain games” in our contemporary world.)

This gives yet one more potential starting point when designing a game. Think about what kinds of skills are useful in adulthood in your culture. Find a link between those and the skills needed for a primitive hunter-gatherer to survive. Then, design a game that exercises those skills. Most successful learning games do this, by integrating the learning into the game. The actions in the game either consist of using the skills that need to be learned, or the learning of a skill is the victory condition of the game. In both cases, the gameplay is aligned with the inherent fun and joy of learning, and you can end up with an “educational” game that is also fun. Note that this is in stark contrast to the typical “Edutainment” title that requires rote learning as a prerequisite for play, or that separates the learning and the gameplay, which has been proven time and again to be not fun.