ABSTRACT
Games are generally designed to be comfortable. Commonly accepted game design practices focus on providing clear affordances, on implementing mental models that are adequate to conventions and target audiences, on avoiding boredom or even steep learning curves. Such game design philosophies have proven to be conducive to the development of games that are enjoyable. However, they also encourage routine and conformity with familiar experiences, genres, and mechanics. They feed the player's ego and create a hedonistic loop: a positive feedback guided by pleasurable and familiar experiences.
New and meaningful experiences are often the result of being placed outside of one's comfort zone. These new and unfamiliar experiences encourage reflection and the development of new meaning. So, if the hedonistic loop excels at immersing players in gameplay, it may also take precedence over what could be the source of meaningful experience. With this in mind, breaking the hedonistic loop means seeking for alternative ways to be expressive and communicative through games, but also to design for something other than pleasure, for something even beyond discomfort, for what we may call aesthetic friction. By designing towards aesthetic friction, we may reclaim player's attention, forcing a moment of analysis that purposefully and intentionally breaks with the experience of flow in favour of meaning.
Starting from the analysis of a selection of case studies, this paper introduces the concept of aesthetic friction in interaction design, focusing particularly in its occurrence and relevance in game design, and discusses strategies for its development.
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Index Terms
- Breaking the Hedonistic Loop: Meaning before fun in videogames
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