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  <title>Just a Gwai Lo</title>
  <subtitle>fun within prescribed limits</subtitle>
  <link rel="alternate" type="text/html" href="http://justagwailo.com/filter/2006/08/09/no-reason"/>
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  <updated>2007-08-06T16:44:52-07:00</updated>
  <entry>
    <title>No Reason for You to Leave</title>
    <link rel="alternate" type="text/html" href="http://justagwailo.com/filter/2006/08/09/no-reason" />
    <id>http://justagwailo.com/filter/2006/08/09/no-reason</id>
    <published>2006-08-09T14:37:15-07:00</published>
    <updated>2007-08-06T16:44:52-07:00</updated>
    <author>
      <name>Richard</name>
    </author>
    <category term="Filter" />
    <category term="World of Warcraft" />
    <category term="fun" />
    <category term="gaming" />
    <summary type="html"><![CDATA[<p><a title="On things that aren&#039;t fun, and fun that is bad..." href="http://www.plasticbag.org/archives/2006/08/on_things_that_arent_fun_and_fun_that_is_bad/">Tom Coates</a>: &ldquo;fun is learning without pressure, and that therefore games matter - presumably because learning is de facto a good thing. But what if you're learning a system or a landscape with no transferable value - what if a specific game presents you with a structure designed to purely generate the sensation of perpetual fun by short-circuiting the learning impulse and misdirecting it into valueless territories? There would be a memetic advantage in being a game that could be intoxicating in that way without requiring that people learn skills that were transferable elsewhere. For a start, real-world skills are harder to develop and perhaps less short-term satisfying. Secondly, a process that teaches you real-world skills would result in you evolving and changing. A game that could short-circuit your learning instinct wouldn't have to do that. There would be no reason for you to leave.&rdquo;</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a title="On things that aren&#039;t fun, and fun that is bad..." href="http://www.plasticbag.org/archives/2006/08/on_things_that_arent_fun_and_fun_that_is_bad/">Tom Coates</a>: <span class="q">&ldquo;fun is learning without pressure, and that therefore games matter - presumably because learning is de facto a good thing. But what if you're learning a system or a landscape with no transferable value - what if a specific game presents you with a structure designed to purely generate the sensation of perpetual fun by short-circuiting the learning impulse and misdirecting it into valueless territories? There would be a memetic advantage in being a game that could be intoxicating in that way without requiring that people learn skills that were transferable elsewhere. For a start, real-world skills are harder to develop and perhaps less short-term satisfying. Secondly, a process that teaches you real-world skills would result in you evolving and changing. A game that could short-circuit your learning instinct wouldn't have to do that. There would be no reason for you to leave.&rdquo;</span></p>
    ]]></content>
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