And the pursuit of fun in interactive media like games is never ending. By Raph Koster A Theory of Fun for Game Design is not your typical how-to book. A Theory of Fun for Game Design is a book written and illustrated by Raph Koster . It is based upon a presentation Koster gave at the Austin Game Conference in. A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their.

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Again, I believe the power of context comes into play. So we like it, for enjoyment and therefore, for learning. Jun 14, Travis Miller rated it liked it. Foreword by the legendary Lord Aa himself, Richard Garriott. Anyone who is interested in design will enjoy how the book works on two levels–as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Theory of Fun for Game Design

A game is designed not only for entertainment, but also for educating and helping pla I found this book very inspiring and deep, especially the parts where the author tries to connect games and arts and fun. Now that I know a bit more about design, I thought it was a good moment to reread this — all the way to the end — with a more critical eye.

Richard Bartle, co-inventor of MUD s “A convincing manifesto for why people do or don’t have a good time in games. Want to Read Currently Reading Read.

Theory of Fun for Game Design – O’Reilly Media

He claims that games provoke a very distinct chemical reaction in the brain when they are designed correctly, and fuj the concept of flow. Much of the information in the book I already knew, but it was nice to have it spelled out directly, including some new ksoter.


Nov 26, Xavier Rubio rated it did not like it Shelves: Despite my complaints, it was a good book, and I would definitely recommend it to anyone interested in game design.

I am neither a hardcore gamer nor part of the game industry, the intended audience this book addresses. There are a lot of really excellent charts in here for modeling games, including ways to compare them to other media, especially music, to show that all forms of art can be looked at as formal systems, metrics, rules, and mechanics. The writing was whimsical, like flipping through a coffee table book, each page usually standing on its own, with illustrations. Raph Koster, who worked on Ultima Online and Star Wars Galaxies, talks about the background of play and games and moves on to what games are and what games are not.

Of course, the same can be said of mainstream AAA games — a different skin, but the core mechanics are usually recycled. Aug 03, Cole rated it liked it. Some parts were a little more technical and even philosophical at times, and thus went over my head, but on the whole, I did learn some new things and am glad I picked this up. To me, this is a collection of sometimes barely coherent stream-of-thought ramblings of a video-game executive, apparently about what makes games fun, though you’d barely know to read it.

Raph Koster is a veteran game designer who has fn professionally credited in almost every area of the game industry. A game is designed not only for entertainment, but also for educating and helping players overcome their weaknesses. What I got was a much squishier affair, more concerned with presenting little parables and going off on scattered eesign into philosophy, art, and psychology.

Used in dozens of university-level programs on game design all around the world. Mu ha ha ha: Games give players an opportunity to practice and understand patterns in a safe context, where stakes are not as high as in the real world. It’s hard to say why so many people enjoy flitting around in an FPS with a story or with others but it’s odd to say it’s for edutainment.


A Theory of Fun for Game Design

He desperately wants games to evolve beyond the focus on surface, and instead start to focus on the fundamental subjects the games revolve around. It is an informative and powerful book which is also peppered throughout with little cartoons that he faph drawn to better illustrate his points.

While there are some things I would place into question, for the most part, the book d This was a very good book.

Thanks for telling us about the problem. But in order for games to evolve, they must first be understood, and Koster does a really good job in explaining how he believes games work.

I think that’s unnecessary and a shame, and it’s the reason I wouldn’t give it five stars. The author is one of the creative leads for Sony interactive entertainment, so you learn a bit about how This book is about what psychological elements gamme video games capture peoples attention.

Feb 07, Eric Plunkett rated it really liked it. The art of the game is the whole. Recomend this book for non-gamers as well, it may make you see games in another perspective.

Brain needs stuffs stories, information to process all the time- notice how your mind never stops thinking and wandering from one place to another; however, it does not prefer challenging and complicated stuffs; it prefers familiar patterns: Just a moment while we sign you in to your Goodreads kostef. As the book shows, designing for fun is all about making interactive products like games highly Fun is about learning in a context where there is no pressure from consequence, and that is why game matters.