So many great thoughts on fun. When I asked I was hoping for the discussion to move towards learning, as the two examples seemed to be connected to (a) you know how to use it (assuming @Ivan Reese already knows how to play that polyphonic instrument) and (b) you know how to get somewhere (I don’t want to say result, because it’s not that goal-oriented, but whether or not you’re going for composing a new masterpiece you’d like it to sound good at least).
There are countless videos about game development specifically for on-boarding, which is often bolted-on afterwards in the form of patronizing tutorials, but then Super Mario is used as the example that you can teach gameplay much better without explicit prompts and just by guiding players through the experience, gradually exposing them to new mechanics. I haven’t seen that done for tools yet that wasn’t either a condescending tutorial or an exploitation of “gamification” for retention.
I wonder why we abstain from experiments with that in our field, although I can see various reasons why we do: (a) it’s hard to do well even in games and only few do it well, (b) there is something about not wanting tools to appear as a game; just appearing like a game turns some people off. Slightly related: I have tons of friends who “are not gamers” and “never play games” and you would be surprised how much time they spend on their smartphones matching gems or candy… I think we need to embrace gaming more, clearly everyone likes it, even if we’re culturally not supposed to after a certain age or whatever.
The key to enabling people to do more interesting things with computers is to teach them how without them noticing because they’re having too much fun.
Somehow so far only a dubious part of the Free-to-Play gaming industry has figured that part out but then weaponized it for retention and monetization instead. What if we “weaponized” it for teaching people how to use our tools?