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Theory of Fun for Game Design Second Edition
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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
- ISBN-101449363210
- ISBN-13978-1449363215
- EditionSecond
- PublisherO'Reilly Media
- Publication dateDecember 31, 2013
- LanguageEnglish
- Dimensions7.5 x 0.55 x 9.25 inches
- Print length297 pages
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- Publisher : O'Reilly Media; Second edition (December 31, 2013)
- Language : English
- Paperback : 297 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: #82,505 in Books (See Top 100 in Books)
- #12 in Game Theory (Books)
- #13 in Computer & Video Game Design
- #24 in Game Programming
- Customer Reviews:
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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.
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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.
I think some of that has happened as a result of reading this, but it seems like most of it was almost more because of what can be read between the lines than it was because of anything the author actually intended to say.
Some of what he talks about is observed phenomenon, which he has been in a position to become aware of as a result of working as a game designer on small and large projects that enjoyed varying degrees of success over a period of quite a few years. That part of what he says is very informative and helpful. But to get those little nuggets out of the book, you have to kind of wade/sift through all his personal opinions about what he thinks is driving those phenomena, and his interpretations of what they mean, and his exhortations of designers toward ideals that he personally would like to see promoted and pursued and all that.
One of the assertions he made was that people prefer activities that challenge them at the limit of their ability. This is an interpretation of some observed data. There may be other plausible interpretations of the same data. But that interpretation rings at least partially or even largely true to me, and it is clarifying and interesting and worth noting, to me. That's one of those sort of basic and obvious things that you might not really have clearly at the forefront of your conscious awareness, until someone points it out.
He further notes that there is this process of learning that goes on in games; people get better at them. When they stop getting better, they stop playing. (Or at least that seems to be the case.) So his assertion is that a good game teaches a given player everything it has to teach before that player stops playing it; in other words, if a significant percentage of players don't end up getting exposed to / roped into trying all the things in a game that they could pick up and get better at, a lot of the effort in creating the game is wasted, and it's potential traction in the marketplace of games is reduced compared with what it could be. (That's what I understood him to more-or-less intend to say; although I had to sort of read between the lines a little to arrive at that summation.) Which certainly makes some sense to me, and that idea has some value to me, but - I'm pretty sure that there are abilities I've already gained, things I've already learned how to do about as well as I'm ever going to, that I still enjoy and will enjoy forever.
Take sex for example. I'm not that interested in trying to learn how to do it any better than I do, at this point in my life. But I'll always be interested in doing it, anyway. And if she changes the way she looks, and it's a new variety of hotness, then that can revitalize what is essentially a timelessly old flame.
Take 2D shooters. I love them, I always have and always will, I'm sure, even if I never get any better at them. Change the look and feel a little, change some of the sounds, add some twists, and you'll have me hooked. Some of this guy's suggestions about possible future game designs could involve, on the other hand, to me sound hopelessly and completely without any appeal at all.
So the idea that our basic urges are a result of evolution, and therefore we should be able to predict and perhaps even steer where evolution will take us next, seems like a bit of a far reaching stretch to me, and is really entirely aside from anything I care about. And a fair amount of what he talks about is based on that general premise.
I rather suspect that our basic urges are a little more hard wired and less malleable than all that. I think sex has been around forever and will be around forever (for example) and things that tap into that urge will always sell well. People say that what physical shapes inspire lust has changed over the centuries and across cultures. But that is an interpretation of observed data. There may be other plausible interpretations of the same data. I personally kind of suspect that at least one of the other plausible interpretations is more accurate than that one. I kind of suspect that at a basic level, there is some fundamental shape or set of shapes, buried deep in the human psyche, and whatever cultural shifting has gone on is more kind of a process of honing and refining our awareness of it than it is changing it. Here I'm not speaking of any individual, more about.. for example the phenomena of lusty image ratings. If you took 100 pictures, and exposed them to millions of men between the ages of about 13 and about, oh, 90, all over the world and from all times down through history, you might get different orderings of that list in different parts of the world or at different times in history at first, but if you exposed those same groups of people to the same or a similar list of images many times over a period of time, I think all of those disparate groups would sort of gradually gravitate toward the same order. Because the process of exposing them to the list would gradually make most of them more aware of what shapes actually hold more basic sex appeal to most male humans on a fundamental level.
Koster changed that for me by explaining in clear logical terms many of the elemental building blocks of fun. Under his exploratory analysis he made the concept of games digestible and easy to understand. Now I'm under no illusion that this will make me a better game designer over night, but I do think that it has established a firm base for which I could think of games in a mathematical way, making them easier to design for me.
Also much of the latter portion of the book deals with the legitimacy of games as a form of art, which I was surprised to find. Despite my surprise this part of the book did manage to put many of the underlying fears I had of joining the games industry to rest. More than ever I have become inspired to pursue my career and be true to my desires, thanks to this book.
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My favourite quotes include:
1. Contrasting games and stories: "Games are good at objectification. Stories are good at empathy. Games are external – they are about people’s actions. Stories (good ones, anyway) are internal – they are about people’s emotions and thoughts."
2. How players prefer to wander in their comfort zone: "Look at the games that offer the absolute greatest freedom possible within the scope of a game setting. In role-playing games there are few rules. The emphasis is on collaborative storytelling. You can construct your character any way you want, use any background, and take on any challenge you like. And yet, people choose the same characters to play, over and over.* I’ve got a friend who has played the big burly silent type in literally dozens of games over the decade I have known him. Never once has he been a vivacious small girl"- Players tend to choose the games they're already good at, will they one day go out of their zones to play the game concentrating on enhancing the skills they lack? If they do, they'll improve many skills and become a more rounded person.
3. People like to master and learn things in a safe and non-pressure environment, which is game: “That’s what games are, in the end. Teachers. Fun is just another word for learning.”
4. 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: “Based on my reading, the human brain is mostly a voracious consumer of patterns, a soft pudgy gray Pac-Man of concepts. Games are just exceptionally tasty patterns to eat up.”
5. And finally: "We often discuss the desire for games to be art- for them to be puzzles with more than one right answer, puzzles that lend themselves to interpretation." To become arts, a game must be thought-provoking, revelatory, forcing us to reexamine assumptions, forgiving and encouraging misinterpretation. What's left behind after you finish playing a game? Will the puzzle already stops bugging you once the boss's dead and the princess's in your arms?
Un chapitrage progressif, analysant la théorie du "fun" depuis divers angles (sociologique, biologique, psychologique...).
Il y a 10 ans cette théorie était relativement neuve et les idées assez novatrices, depuis la première édition a fait foi en matière de game design. Cette seconde édition ajoute un peu et corrige certaines des idées énoncées dans la première édition au regard des progrès et "avancées" aussi bien de l'auteur que du milieu du game design en général lors de ces dernières années.
Un regret concernant les notes nombreuses qui se trouvent en fin de livre plutôt qu'au bas de chaque page, nécessitant 2 marque-pages ainsi qu'une gymnastique assez continue si l'on veut les lire en même temps que le contenu de la page. Nombre de ces notes contiennent des URL qui seront probablement plus simples à suivre depuis une version électronique du livre.
Dans l'ensemble un très bon livre qui fait toujours référence dans le domaine encore neuf du game design, même si il ne faut pas hésiter à faire preuve d'esprit critique vis à vis de certaines des théories exposées.









