You’re assuming that video game designers aim to maximize fun. I’m not so sure about that. I suspect they’re maximizing for profit, and to achieve that they (usually) attempt to maximize playtime. To maximize playtime they may attempt to increase fun, but mostly they attempt to increase addictiveness. A game change that increases profit while decreasing fun is acceptable.
Examples: WoW, Farmville, and almost any Zynga game.
Fun is a necessary component to getting people hooked. The game can’t be unpleasant, especially at first, but the stickiest games tend to reward addictive behaviors rather than fun.
You’re assuming that video game designers aim to maximize fun. I’m not so sure about that. I suspect they’re maximizing for profit, and to achieve that they (usually) attempt to maximize playtime. To maximize playtime they may attempt to increase fun, but mostly they attempt to increase addictiveness. A game change that increases profit while decreasing fun is acceptable.
Examples: WoW, Farmville, and almost any Zynga game.
Fun is a necessary component to getting people hooked. The game can’t be unpleasant, especially at first, but the stickiest games tend to reward addictive behaviors rather than fun.