Encourage Fun
I’ve been playing Final Fantasy XII, and it’s magnificent. So I was a little startled by one of their systems: “chaining”. You get a bonus for killing a bunch of the same type of creature in a row, and your chain is broken if you kill any other sort of critter.
While there’s a small amount of fun gameplay here (Run away! That’s not a dire rat!), for the most part it’s just encouraging you to perform a task you’ve already mastered, again and again and again. If you choose to ignore it, as I do, you still get a discouraging message flashing up on the screen every time you break a chain. “You just killed a brand new, big, bad-ass monster! … How could you? You had 7 dire rats going!”
There are plenty of examples of games encouraging un-fun behavior (Everquest’s camping; Castlevania’s leveling up). While it’s impossible to plan for everyone’s different ideas of fun, some game systems have explicit penalties for something that’s clearly a behavior the minority of gamers will enjoy.
In contrast, look at a game like Grand Theft Auto: minimal penalties, with tons of activities I can participate in if I choose. When you feel like it’d be fun to drive a cab, you can drive a cab: and the game rewards you for it. When you want to go off some cool jumps, go off some cool jumps: more rewards. The game doesn’t penalize my mood at the moment, but instead encourages me to have fun.
