{"id":46270,"date":"2015-08-24T00:00:00","date_gmt":"2015-08-23T15:00:00","guid":{"rendered":"https:\/\/gengo.com\/uncategorized\/should-video-games-be-interesting-or-fun\/"},"modified":"2019-10-23T19:05:00","modified_gmt":"2019-10-23T10:05:00","slug":"should-video-games-be-interesting-or-fun","status":"publish","type":"post","link":"https:\/\/gengo.com\/language-and-culture\/should-video-games-be-interesting-or-fun\/","title":{"rendered":"Should video games be \u201cinteresting\u201d or \u201cfun\u201d?"},"content":{"rendered":"<i><span style=\"font-weight: 400;\">This is a guest post written by a Gengo translator.<\/span><\/i>\r\n\r\n<span style=\"font-weight: 400;\">In Japanese video-gaming criticism, <\/span><i><span style=\"font-weight: 400;\">omoshiroi<\/span><\/i><span style=\"font-weight: 400;\"> sometimes translates to \u201cfun\u201d and other times to \u201cinteresting\u201d. However, the word <\/span><i><span style=\"font-weight: 400;\">tanoshii<\/span><\/i><span style=\"font-weight: 400;\">\u00a0is also usually translated as \u201cfun\u201d but is actually closer to the sense of \u201cenjoyable\u201d.<\/span>\r\n\r\nWhereas in games criticism and studies written in English, there is a fair amount of angst over the word \u201cfun.\u201d Is it a useful term? What gets lost if we stop using it?\r\n\r\n\u201cFun\u201d is usually recognized as a vague word that expresses some sort of pleasure. The benefit of using this expression is usually associated with the belief that gaming is a commercial industry within a male-dominated culture. However, when developers say that their peers don\u2019t focus enough on what makes a game \u201cfun\u201d, they often have a good point.\r\n\r\nIt\u2019s difficult to do justice to the full semantic range of these words, which embrace the way that ordinary people describe games that they like or don\u2019t like. Overall, there are four terms (two dichotomies) that are central to games writing as value judgement (as opposed to games writing as critical analysis):\r\n<ul>\r\n \t<li><i><span style=\"font-weight: 400;\">Omoshiroi (<\/span><\/i><span style=\"font-weight: 400;\">adj.) fun, interesting\u200a; <\/span><i><span style=\"font-weight: 400;\">tsumaranai (<\/span><\/i><span style=\"font-weight: 400;\">adj.) unappealing, uninteresting<\/span><\/li>\r\n \t<li style=\"font-weight: 400;\"><i><span style=\"font-weight: 400;\">Tanoshii (<\/span><\/i><span style=\"font-weight: 400;\">adj.) fun, enjoyable\u200a; <\/span><i><span style=\"font-weight: 400;\">tsurai <\/span><\/i><span style=\"font-weight: 400;\">(adj.) tough, harsh<\/span><\/li>\r\n<\/ul>\r\n<a href=\"http:\/\/blog.gengo.com\/wp-content\/uploads\/2015\/08\/video-game_sub-01.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1204\" src=\"http:\/\/blog.gengo.com\/wp-content\/uploads\/2015\/08\/video-game_sub-01.png\" alt=\"video-game_sub-01\" width=\"610\" height=\"345\" \/><\/a>\r\n\r\n<i><span style=\"font-weight: 400;\">Omoshiroi<\/span><\/i><span style=\"font-weight: 400;\"> is not just a straightforward English translation of the term, but rather a game is described as <\/span><i><span style=\"font-weight: 400;\">omoshiroi <\/span><\/i><span style=\"font-weight: 400;\">because it appeals to someone\u2019s past experiences. This is an important definition to bear in mind if you usually translate <\/span><i><span style=\"font-weight: 400;\">omoshiroi <\/span><\/i><span style=\"font-weight: 400;\">as \u201cinteresting\u201d.<\/span>\r\n\r\n<span style=\"font-weight: 400;\">I\u2019m accustomed to hearing \u201cinteresting\u201d applied to a game precisely because it\u2019s doing something different or unexpected. I want to put this difference down to the language gap, but the full semantic range of the word \u201cinteresting\u201d is not covered by <\/span><i><span style=\"font-weight: 400;\">omoshiroi<\/span><\/i><span style=\"font-weight: 400;\"> anyway.<\/span>\r\n\r\n<i><span style=\"font-weight: 400;\">Tsumaranai<\/span><\/i><span style=\"font-weight: 400;\"> can simply be translated as \u201cboring\u201d, but there\u2019s something more specific happening here. <\/span><i><span style=\"font-weight: 400;\">Tsumaranai <\/span><\/i><span style=\"font-weight: 400;\">is generally accepted as the antonym of <\/span><i><span style=\"font-weight: 400;\">omoshiroi<\/span><\/i><span style=\"font-weight: 400;\">, but it can also be <\/span><i><span style=\"font-weight: 400;\">tanoshii<\/span><\/i><span style=\"font-weight: 400;\">. A game is <\/span><i><span style=\"font-weight: 400;\">tsumaranai <\/span><\/i><span style=\"font-weight: 400;\">if it is too simple, or too retrograde. The basic idea of the game, or its surface appearance, might fail to attract your interest, but you can still play the game and discover that it\u2019s <\/span><i><span style=\"font-weight: 400;\">tanoshii<\/span><\/i><span style=\"font-weight: 400;\">. So <\/span><i><span style=\"font-weight: 400;\">tsumaranai<\/span><\/i><span style=\"font-weight: 400;\"> is unappealing or uninteresting.<\/span>\r\n\r\n<span style=\"font-weight: 400;\">I think Flappy Bird is a key example of a <\/span><i><span style=\"font-weight: 400;\">tsumarana<\/span><\/i><span style=\"font-weight: 400;\">&#8211;<\/span><i><span style=\"font-weight: 400;\">tanoshii <\/span><\/i><span style=\"font-weight: 400;\">game. It looks like trash, but is exceptionally good fun once you start playing it.<\/span>\r\n\r\n<i><span style=\"font-weight: 400;\">Tanoshii <\/span><\/i><span style=\"font-weight: 400;\">and <\/span><i><span style=\"font-weight: 400;\">tsurai<\/span><\/i><span style=\"font-weight: 400;\"> are more about base emotion. A game doesn\u2019t have to be <\/span><i><span style=\"font-weight: 400;\">tanoshii<\/span><\/i><span style=\"font-weight: 400;\"> to be <\/span><i><span style=\"font-weight: 400;\">omoshiroi<\/span><\/i><span style=\"font-weight: 400;\">, but it can be both. <\/span><i><span style=\"font-weight: 400;\">Tanoshii <\/span><\/i><span style=\"font-weight: 400;\">is an impulsive response. It might be a game making you go \u201cwoah\u201d or just pulling you in and grabbing all your attention.<\/span>\r\n\r\n<i><span style=\"font-weight: 400;\">Tsurai<\/span><\/i><span style=\"font-weight: 400;\"> is the direct opposite of <\/span><i><span style=\"font-weight: 400;\">tanoshii <\/span><\/i><span style=\"font-weight: 400;\">and means \u201ctough\u201d or \u201charsh\u201d. A lot of <\/span><i><span style=\"font-weight: 400;\">omoshiroi <\/span><\/i><span style=\"font-weight: 400;\">games are <\/span><i><span style=\"font-weight: 400;\">tsurai, <\/span><\/i><span style=\"font-weight: 400;\">since the work the developers are doing in an <\/span><i><span style=\"font-weight: 400;\">omoshiroi <\/span><\/i><span style=\"font-weight: 400;\">game is usually about taking an existing pattern and adding a challenging new twist. First Person Shooter games are <\/span><i><span style=\"font-weight: 400;\">omoshiro-tsurai,<\/span><\/i><span style=\"font-weight: 400;\">and this was the preferred pleasure of pro arcade gamers of the 1980s and early 1990s. <\/span>\r\n\r\n<span style=\"font-weight: 400;\">The word \u201cfun\u201d can be applied to games that are extremely difficult and require a pre-existing level of aptitude to even play at a mediocre level, but the word <\/span><i><span style=\"font-weight: 400;\">tanoshii<\/span><\/i><span style=\"font-weight: 400;\"> cannot. Looking at how the word is written, this does make some sense\u2014it is written with the character <\/span><i><span style=\"font-weight: 400;\">raku<\/span><\/i><span style=\"font-weight: 400;\">, which on its own refers to ease and relaxed enjoyment.<\/span>\r\n\r\n<span style=\"font-weight: 400;\">There are many other pleasures that can be gained from a game. There\u2019s an elevated cultural status given to <\/span><i><span style=\"font-weight: 400;\">omoshiro-tsurai <\/span><\/i><span style=\"font-weight: 400;\">games in core gamer culture, but that doesn\u2019t mean there\u2019s anything necessarily wrong with a game that is <\/span><i><span style=\"font-weight: 400;\">tsumarana-tanoshii<\/span><\/i><span style=\"font-weight: 400;\">.<\/span>\r\n\r\n<span style=\"font-weight: 400;\">There can be possible interrelationships between pleasures and pains in gaming without decrying a game for having aspects that are painful. To make a good game, you don\u2019t have to eliminate the possibility that it could be experienced as <\/span><i><span style=\"font-weight: 400;\">tsumaranai <\/span><\/i><span style=\"font-weight: 400;\">or <\/span><i><span style=\"font-weight: 400;\">tsurai<\/span><\/i><span style=\"font-weight: 400;\">. It\u2019s okay to have those pains present. A game doesn\u2019t have to be both <\/span><i><span style=\"font-weight: 400;\">omoshiroi <\/span><\/i><span style=\"font-weight: 400;\">and <\/span><i><span style=\"font-weight: 400;\">tanoshii<\/span><\/i><span style=\"font-weight: 400;\"> in order to be good.<\/span>\r\n\r\nHowever, I do think there\u2019s a lot to be gained from breaking down \u201cfun\u201d into different pleasures and pains that act together and against one another, as long as we accept that not all games have to be fun or interesting.\r\n\r\n<strong>Want to become a Gengo translator?<\/strong>\r\n\r\n<a href=\"http:\/\/gengo.com\/translators\"><button>Join us<\/button><\/a>","protected":false},"excerpt":{"rendered":"This is a guest post written by a Gengo translator. In Japanese video-gaming criticism, omoshiroi sometimes translates to \u201cfun\u201d and other times to \u201cinteresting\u201d. However, the word tanoshii\u00a0is also usually translated as \u201cfun\u201d but is actually closer to the sense of \u201cenjoyable\u201d. Whereas in games criticism and studies written in English, there is a fair [&hellip;]","protected":false},"author":2,"featured_media":51358,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[350],"tags":[],"class_list":["post-46270","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-language-and-culture"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.2 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Should video games be \u201cinteresting\u201d or \u201cfun\u201d? - Gengo<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gengo.com\/language-and-culture\/should-video-games-be-interesting-or-fun\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Should video games be \u201cinteresting\u201d or \u201cfun\u201d? - Gengo\" \/>\n<meta property=\"og:description\" content=\"This is a guest post written by a Gengo translator. In Japanese video-gaming criticism, omoshiroi sometimes translates to \u201cfun\u201d and other times to \u201cinteresting\u201d. However, the word tanoshii\u00a0is also usually translated as \u201cfun\u201d but is actually closer to the sense of \u201cenjoyable\u201d. 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