10 CommandmentsRaph Koster has a good post today entitled the above. He’s basically right on the money as far as I’m concerned, but I wanted to comment on one of his commandments.

#8: Thou shalt make every activity within thy world one that stands alone enjoyably; if it be a game, then thou shouldst make it a fun game on its own merits; if it be other, then thou shouldst make it true to itself. Thy world doth not make boring things into enjoyable things merely because it is thy world.

Here, I disagree somewhat with Raph. I think the demand that every activity be fun in and of itself is too reductionist and misses out on the incredible value of context. Few people would find repetitively left-clicking on enemies (like in Diablo 2) to be particularly fun as a stand-alone activity. It’s the context that the story, the graphics, the character persistence, etc set up that makes that repetitive left-clicking fun. If a pure game like Diablo 2 can afford to have activities that are not fun in a standalone manner, why can’t a virtual world in which, as Raph’s commandment #1 says, is more than ‘just a game.’The requirement that every activity be inherently fun on its own also, I believe, contradicts that first commandment in that if your world is to be a world and not a game, it makes little sense to demand that everything be fun. While actual punishment is not popular in the relatively roleplaying-less WoWs of the world, the context of the larger world and of your own personal story in more roleplay-oriented MMOs can make tedious activities valuable. For instance, I see nothing wrong with, in the right kind of virtual world, the requirement that a player perform some soul-sucking tedious task in order to absolve himself of an offence against a malicious God. If said activity was fun, then there’s really no punishment involved and the potential roleplay is milked of its meaning.