The thing about asking this question is that there is no universal definition of fun.
Some people find the Souls games fun, some don’t.
If you’re playing a game and it isn’t fun, stop. Just put it down and do something you enjoy instead.
Well, see, this is an interesting example, because I don’t find the Souls games “fun” and I’m not even sure I find them “rewarding”, but I do find myself drawn back to them again and again.
Tom Chick made a point (similar to
@Dick Justice ’s) once that “fun” is subjective and purely opinion, and therefore is a terrible metric for games. I’m not even sure I like ‘engaging’ or ‘emotionally satisfying’. At some point this gets directly to the classic question of ‘is a video game a game’, right?
For instance, I hate Age of Empires. But I play it once or twice a month because all my friends love it and I’m a nice friend. I’m still having fun, but I’m having fun in spite of the game.
On the other side of the coin, I love Touhou, but I find it stressful, and sometimes frustrating. But it’s also one of the best games for clearing my mind because it’s too hectic to think, and strangely soothing. It’s not ‘fun’ per se, but I’m still getting something out of it.
Likewise, I have trouble calling games like Football Manager, Total Extreme Wrestling, and other sports management sims ‘fun’ in the traditional sense. But I do get a sense of satisfaction out of planning a good card or winning a match.
’Engaging‘ feels wrong, because anything that keeps your attention can be engaging, it’s not inherently positive or negative. Fun and satisfaction are both too subjective. I like meaningful or interesting, but those are still impossible to quantify.
On a quantifiable note, I think a game needs 3 things -
An objective that feels worth attaining (whether a good story, beating an opponent, whatever.)
A multi-level obstacle to achieving that objective
A reason for the player to
want to overcome that obstacle.
I think that third is the part that is hard to quantify and is different for different people. For a party game, the reason is humor or socialization. For something like a horror game that might be to prove courage or the adrenaline rush. For a game like The Stanley Parable it’s to see what the game is trying to tell you. For a jrpg it’s probably to see the story. For a masocore game it‘s obsession or reward. Etc.
(sorry, I think a lot about this stuff ever since I started trying to design games, and it’s such a dense topic to unpack.)