Download Ebook Theory of Fun for Game Design, by Raph Koster
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Theory of Fun for Game Design, by Raph Koster
Download Ebook Theory of Fun for Game Design, by Raph Koster
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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
- Sales Rank: #93483 in Books
- Brand: Brand: O'Reilly Media
- Published on: 2013-12-02
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .55" w x 7.50" l, 1.35 pounds
- Binding: Paperback
- 300 pages
- Used Book in Good Condition
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.
Most helpful customer reviews
53 of 62 people found the following review helpful.
Interesting read but only part of it is about the theory of fun
By Ian A Deane
Ultimately I was disappointed by this book. As I game designer I was hoping for a book with information about how to make games fun, pick game concepts that would be fun and find the fun in games. I found that the first half of this book explains the author's theory on what makes games fun at a fairly high level. I was expecting the second half of the book to flesh the theory out, give examples, show evidence and explain how to apply it. Instead the second half of this book is an essay defending video games as an art form and discussing ethics in video games. It is interesting but not particularly useful.
I was hoping for a book that would describe the various psychological theory's of fun and give examples showing how games apply these theory's to create fun. I was also hoping for an explanation why some game mechanics such as Tetris are fun to play for hours whereas others become boring quickly. The author's theory does not explain this.
I also feel that the author missed some of the things that make games fun. For example many games are built around wealth creation. The book doesn't mention this beyond a gemeral mention that most games have a reward structure.
This book is an interesting read but I am still looking for a good book offering insights into how to make fun games.
2 of 2 people found the following review helpful.
Buy it to "feel" like you're working towards something in game design, but don't buy it for any revelatory "Ah hah" moments.
By Amazon Customer
As someone working, relatively new, in the industry, I have to say this book didn't really help me much, or broaden my perspective. I was hoping there would be a depth to this book that would help me gain insight on design/developing games to be more fun, however I found most of the info is either very obvious, or so broad that it doesn't really help. This is just my interpretation of course, but I've basically gobbled up as many books about game development and design as I can, and this book really left no mark on me. I think for the serious learner, there is little to be gained, if you just want an easy read around the concept of game design, and why game designers are as important as doctors, I suppose it does the trick. It's a fun and well put together book, so I feel somewhat bad for faulting it, it's sort of like ripping on a movie made for kids. I really feel it's designed to make people feel like their fast tracking their way or getting a leg up in game design, when really it's just making you feel that way. Like I said, this book wasn't for me and I don't think I could recommend to anyone who's actually serious about giving up large chunks of their social life and sanity to making games as opposed to just "knowing" about it.
7 of 10 people found the following review helpful.
Not bad, but a little short on information
By Mateo R.
As already mentioned in other reviews, the first half of this book is kind of dedicated to what makes a game actually fun, the second half is an essay defending games as an art form. I am a person that likes just plain facts, also I expect to find statements backed up by research (even if it's simple common sense research, nothing rigorous or people in white coats). This book is nothing like that, it is written in prose in a style that is more like a commentary or conversation, and the ideas are scattered along the book. The background of the author is a writer, so although his language is very rich and precise, it ultimately doesn't deliver what the title of the book promises. It doesn't delve into an actual theory of what makes a game fun, it just throws here and there ideas about his own experiences of what makes a game fun. In his defense the ideas that he does present are valuable, but unfortunately you have to extract the information little by little by flipping through many pages of the book. By the way, half of the book are illustrations, and I personally believe that half of them don't add or enrich the content. Ultimately I'm a little disappointed. The book in itself is not bad, I just think that the book could be about only 30 to 40 pages of actual information about what makes a game entertaining.
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