GameDesignFunDiagnostic_v1
Created: 5/7/2026
Diagnostic skill for systems that 'feel boring'. Applies Raph Koster's Theory of Fun (10 Years Later, GDC Online 2012): fun is the neurochemical (dopamine) reward for successful pattern recognition, and boredom is the precise signal that this learning loop has stalled. Distinguishes seven specific causes of boredom (pattern grokked, pattern unreadable, surface without substance, brain-hack dependency, wrong audience for the pattern type, wrong fun type for the audience, flow corridor without mastery breakthroughs), classifies the design on Koster's closed fun-type taxonomy (kfun, delight, visceral, social_psych) plus the four valid non-fun modes (practice, story, meditation, comfort), separates fun from flow, runs a ludonarrative consonance/dissonance check, maps every mechanic to Koster's four core problem types (NP-hard heuristics, social cognition, physical reactions, probability brain-bug) and Caillois's four kinds (Agon, Mimicry, Ilinx, Alea) under Koster's reframing, and scores t