When I was at NYU, I worked on a few different video game projects. We were both programming the game and acting as game designers. I read this book back then and just finished rereading it, now that I'm working on game design again. My favorite part of the book was about the categorization of fun. Here is a list:
Sensation: The fun of having your senses stimulated.
Fantasy: The fun of losing yourself in an imaginary world and being something you’re not.
Narrative: The fun of experiencing a well-told story.
Challenge: The fun of overcoming obstacles.
Fellowship: The fun of interacting with others and working together.
Discovery: The fun of exploring and uncovering things.
Expression: The fun of leaving your personal mark on the world.
Submission: The fun of of turning your brain off and doing effortless things.
I personally favor beautiful scenes, exploration, artistic expression, and story in my games. I like only a little bit of challenge (I play almost all games on the easiest mode available), am not particularly social, and actively dislike competition with other players. Other people, though, have very different priorities.
As a kid, I spent a lot of time trying to make up the perfect game. I thought maybe it was possible to create an infinitely fun game, one that never gets old. I now feel the only infinite game is real life, in a way I didn't see then. Discovery, beautiful places, expression, friendship-- the richness of the best of real life makes all games pale by comparison. I'm still fascinated, though, by trying to capture part of that potential and parcel it up to share with other people. Dissecting fun has a feeling of unweaving the rainbow, as Keats puts it. You have to take a thing apart, though, to really understand what makes it tick.