Theory of Fun for Game Design Second Edition
| Raph Koster (Author) Find all the books, read about the author, and more. See search results for this author |
Use the Amazon App to scan ISBNs and compare prices.
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game.
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:
- Games play into our innate ability to seek patterns and solve puzzles
- Most successful games are built upon the same elements
- Slightly more females than males now play games
- Many games still teach primitive survival skills
- Fictional dressing for modern games is more developed than the conceptual elements
- Truly creative designers seldom use other games for inspiration
- Games are beginning to evolve beyond their prehistoric origins
Frequently bought together
Customers who viewed this item also viewed
From the brand
-
Sharing the knowledge of experts
O'Reilly's mission is to change the world by sharing the knowledge of innovators. For over 40 years, we've inspired companies and individuals to do new things (and do them better) by providing the skills and understanding that are necessary for success.
Our customers are hungry to build the innovations that propel the world forward. And we help them do just that.
-
Editorial Reviews
About the Author
Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. He's been the lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies; and he's contributed writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player titles for handheld consoles. He has worked as a creative executive at Sony Online and Disney Playdom, and in 2012 was honored as an Online Game Legend at the Game Developers Conference Online.
Product details
- Publisher : O'Reilly Media; Second edition (December 17, 2013)
- Language : English
- Paperback : 300 pages
- ISBN-10 : 1449363210
- ISBN-13 : 978-1449363215
- Item Weight : 1.2 pounds
- Dimensions : 7.5 x 0.55 x 9.25 inches
- Best Sellers Rank: #118,452 in Books (See Top 100 in Books)
- #28 in Game Theory (Books)
- #45 in Computer Graphics
- #45 in Computer & Video Game Design
- Customer Reviews:
About the author

Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. He’s been the lead designer and director of massive titles such as ULTIMA ONLINE and STAR WARS GALAXIES; a venture-backed entrepreneur heading his own studio; and he’s contributed design work, writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player games for handheld consoles.
Koster is widely recognized as one of the world’s top thinkers about game design, and is an in-demand speaker at conferences all over the world. His book A THEORY OF FUN FOR GAME DESIGN has reached its tenth anniversary as one of the undisputed classics in the games field. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Visit his blog at www.raphkoster.com.
Customer reviews
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
So let's get to the text. You're going to have to hack through paragraphs of "MEN are like THIS, and WOMEN are like THAT," or "People who play games for the story are doing it wrong." The author's key point is that people play games to master real world skills. Everything else is doing it wrong. It strikes me as someone who really does not understand the value of entertainment and of people's need for recreation and relaxation. The author spends a good amount of time talking about how he believes the brain works, or how he believes a primate-level interpretation of human socializing works. It's mostly a rotten flavour of fluff that leads one wondering when we're going to talk about game design.
The core material of this book could have been a 5 page philosophy pamphlet about how fun is a perfectly-tuned challenge. The rest of the book is filler. This book is not worth $35 USD.
Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. If you've been diving into GDC talks, game design video essays, designer blogs, game postmortems, or even board game testing groups, you basically already know or assume much of what this book could tell you. Worse, as an exploration of the relationship between games and fun, there is little evidence provided. Finally, don't approach Theory of Fun as a resource for practical advice.
Needless to say, I've already sold my copy.
Edit - made it halfway and gave up. This information was dated on the first publishing. If it had a prime, it’s long past.
The book presents such concepts in an easy to read and digestible manner that allows for a perfect balance of reflection on concepts that are applicable today just as much as they were 20 years ago, while not being so heavily laden with academic jargon and lengthy chapters that it takes away from the time that students can actually be working on projects and applying the concepts to design.
This also makes this book perfect to pair with outside articles and other supplemental readings. A definitive winner for any design course or anyone interested in game design.
Every sentence is just barely connected to the previous. The contents are incoherent almost to a point, where every chapter title can be swapped randomly with any other chapter's title, and the chapter contents will still make the same "sense".
To be humorous, this book reads like drunken ramblings of an educated man. A well educated man, it seems, but drunken ramblings nontheless.
In the 10 years later epilogue, the reader learns that the book sprang from a power point presentation, and that actually made a lot of sense.
Lastly, most of the free sample consists of the elaborate list of praises for the book, and that is a cheap trick. (I am betting that many of the praisers didn't actually read it). If the sample had included one complete chapter, I would have thought twice before buying.
I gave it 4 stars because the author can be a little redundant and belabors some points a little too long... but MINOR criticism for a great read!






