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A Theory of Fun for Game Design (2004)

di Raph Koster

Altri autori: Vedi la sezione altri autori.

UtentiRecensioniPopolaritàMedia votiCitazioni
5531343,864 (3.92)1
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… (altro)
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» Vedi 1 citazione

A naive book, simple quick read, that follows Koster's personal experience with gaming, and understanding his profession.
Even if simple this book is valuable: the main point that games have a specific game shelf life is an important one that is often missed by game designers. ( )
  yates9 | Feb 28, 2024 |
I would title this Musings on Games, their position in society and the human psyche, and the concept of mastery: a deconstructionist approach but that's obviously too long a title.

Still, I think that's what the book is largely about. The central thesis is that a game is fun because it provides a task/set of tasks and the right tools/techniques for a player to master these tasks. I think it's super-interesting as a musing and theory, but I feel like it leaves out a whole gigantic genre of entertainment and niches that games occupy.

Take something like a fidget spinner. It's pretty trivial to 'master', but still provides some utility and fun. There are games that are the equivalent of a fidget spinner... simple, silly games that people enjoy anyways.

This might not be the kind of deep-level fun a career game designer would focus on, but if you're looking to 'gamify' interactions (like filling out compliance forms, or checklists, or even chores) then those are a pretty huge part of the considerations.

Slight disclaimer: I'm not a game designer but read this book wanting to know how to make non-game interactions more fun without necessarily adding points/a score or those traditional 'gamification' elements. I don't know if I got that out of it, but I got some things to think about. ( )
  nimishg | Apr 12, 2023 |
Theory of Fun for Game Design* is a deceptively educational book on the topic of fun and game design. Less on game design and more on fun. In 244 pages, Raph Koster provides his definition of fun, and outlines the importance of games for learning. Koster explains that we find learning fun, specifically, we enjoy problem solving and skills development. Games are a great vehicle for both, and they have been used since the beginning of time as a means of passing on survival skills — but times have changed. Read more ( )
  skrabut | Sep 2, 2020 |
Don't bother with this one. It's just $6 in the Kindle store, or else I wouldn't have even bought it, but I regret it now in any case. Luckily it's quite short, but even so I just skimmed a chapter or two.

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. They don't really seem to have much purpose to it, except to draw attention to how educated and cultured the author is (he frequently makes comparisons to classical music and other "classical" forms of art, as if to say, hey look at me, I'm a man of the world). Also, the chapter titles often don't match the contents, like the one on ethics.

If there's a central theme to it, it's that fun means learning and then "grokking" (as in deeply internalizing) something new, though I'm not sure that revelation was worth the six bucks.

It looks like the author called up a couple of his contacts (all well known industry figures) and asked them to write a glowing cover blurb (or a foreword) to his book. Him being an important industry executive, they naturally obliged, though the generic tone of their recommendations should have been a giveaway. There's a lesson to be learned here about celebrity endorsements, kids. ( )
  matija2019 | Jan 8, 2019 |
The pictures didn't translate well to ebook format; their captions were very difficult to read. ( )
  questbird | Sep 26, 2018 |
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Nome dell'autoreRuoloTipo di autoreOpera?Stato
Raph Kosterautore primariotutte le edizionicalcolato
Wright, WillPrefazioneautore secondarioalcune edizioniconfermato
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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

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