From Kieran on Twitter, I learned that the Neal Stephenson Kickstarter project Clang! has been abandoned. The idea was to break out of existing videogame conventions and provide a realistic depiction of longsword fighting. As it turned out, apparently, the most fun thing about it proved to be the name. As Stephenson says, “I probably focused too much on historical accuracy and not enough on making it sufficiently fun to attract additional investment.”
I was reminded of the failure of Arden: The World of Shakespeare, which once upon a time was supposed to be an instructive MMORPG that was based on Shakespeare’s world and that would also provide a platform for behavioral scientists to run experiments (on things like, say, pricing of in-game goods). The project leader’s exegesis of the failure involved two things: (1) designing a videogame that can successfully compete for player attention involves a scale that is hard to imagine, but, more notably, (2) after building a big prototype, it became clear that “it’s no fun.”
Broader upshot that I wonder about is how society is evolving with not just increasing entertainment options but, with the implied competition, increasing refinement and specialization on being entertaining itself. In other words, if you aren’t in the first instance–and second instance, and third instance–entertaining, you are done. To take an entirely different example, I enjoy the weekly John Oliver clips that circulate on Facebook, but, man, that guy has to try really, really hard with all kinds of digressions just to be able to hopefully strike home with his main point.