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Theory of Fun for Game Design [Paperback]

Raph Koster
4.5 out of 5 stars  See all reviews (17 customer reviews)
RRP: £16.49
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Book Description

1 Jan 2005 1932111972 978-1932111972 1
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 designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. 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.

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Product details

  • Paperback: 240 pages
  • Publisher: PARAGLYPH PRESS; 1 edition (1 Jan 2005)
  • Language: English
  • ISBN-10: 1932111972
  • ISBN-13: 978-1932111972
  • Product Dimensions: 23.1 x 1.3 x 12 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (17 customer reviews)
  • Amazon Bestsellers Rank: 39,473 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

About the Author

Raph Koster (San Diego, CA) is the Chief Creative Officer for Sony Online Entertainment and author of the bestselling book, A Theory of Fun for Game Design. For many years he has served as a lead designer for teams building online virtual worlds. His first job was as a designer working on persistent worlds at Origin Systems. His last project there was working on Ultima Online, opening the online persistent world market to the general gaming public.



Customer Reviews

4.5 out of 5 stars
4.5 out of 5 stars
Most Helpful Customer Reviews
15 of 15 people found the following review helpful
5.0 out of 5 stars thoughtful and inspiring 18 Nov 2005
Format:Paperback
A concise and persuasive philosophical discourse on games. Koster uses clear and readable prose in combination with cartoons to get his points across in a very accessible way. He has clearly thought a lot on the subject and wants to prove to others (and himself to a degree) that games have value - that they can 'contribute to society', and does so with insight and passion.

What does he say? Well -games are fun, and fun is learning,but gamers would rather win than learn. Games are a medium, any medium can be used to create 'Art' - but only if you try. And by the end of the book, you'll want to go out and design games that will change the world :)

If you've ever thought seriously about games (and I don't just means computer games) and then this book will strike a chord. Both a deconstruction and a call to arms, I loved this book, and am going to try and persuade my friends in the games industry, or want to be in the industry to read it.

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8 of 8 people found the following review helpful
5.0 out of 5 stars More than just fun and theory 13 April 2005
Format:Paperback
Every once in a while a short and simple book comes along that manages to describe a really huge concept that applies to numerous aspects of life. I'm not sure if the author intended to - but when you scrutinize this book I found more applicable thoughts and views than I did while looking through Confucious.

The book covers a little bit of cognitive theory explained in the simplest way. It's all very elegant in it's complete lack of elegance and finess. It's short - and if you read a book once in a while you'll finish it in one or two days. And you'll want to read it again, and buy a copy for everyone of your friends. I ended up buying three of them and giving them away, the only other book I've done that with is Nietzches - Thus Spoke Zarathustra.

It gave me a much sharper understanding of defining the border between core and "dress-up". What is important in a design/application/game - what is the gameplay and what is just fancy graphics.

I can recommend it to anyone with a flair for philosophy and playfulness.

I just gave my last copy away - got to go get another one.

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17 of 18 people found the following review helpful
5.0 out of 5 stars Fun for All the Family 16 Oct 2005
Format:Paperback
This is an extraordinarily accessible book from one of the few game designers who not only thinks deeply about the design process but is able to articulate it in a form that both enlightens and humbles the reader.

The first thing you notice when you pick up A Theory of Fun is that there is a sharp division to it: the left-hand pages are text and the right-hand pages are pictures, with very little overlap. You are going to prefer one of these to the other - I guarantee it. What's more, in reading the book you'll get an inkling of why; it operates at many more levels than its cheerful veneer would suggest.

The basic premise is that games are important. They're important because the brain is a highly efficient machine for recognising patterns, delivering pleasure when you learn new patterns. Games provide a context for recognising patterns where there is no external pressure to do so; this is what people call "fun".

The argument develops that games are also an art form. If people are learning things from playing them, then those who create games in some way determine what is learned. However, although many game designers do have an implicit understanding of what they're designing, few (if any) have an explicit enough understanding to reason about the design process itself. To be able to discuss what is in effect an internalised process, they need a theory of game design; that is what this book aims to deliver.

It actually does reasonably well in this regard. The test of a theory is its ability to be used predictively, and although A Theory of Fun doesn't come up with a bounded set of rules that can be applied to determine whether any given game will be fun, it does have a non-exhaustive set that can be applied to determine if a game isn't fun....

The scholarship behind the formulation of these rules, by the way, is considerable; it's one of the glories of A Theory of Fun that its results seem to effortlessly derived. I put this down to its being a book by a game-designer; the crafting of its structure is just so elegant. All is there that is needed to be there, yet with imaginative doors that open wider when you push them with thought. Whatever your game design experience, it will appear just right for you; that's the skill of a first class game-designer at work. Knowing this, at times it's breath-taking.

This is a fun book, with a fun message.

Play games: go grok yourself. Read more ›

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24 of 27 people found the following review helpful
3.0 out of 5 stars A good book, but too much of a gospel 21 May 2005
Format:Paperback|Amazon Verified Purchase
This book succeeds in so many ways, and fails in others.

The book essentially uses all its pages to explain that fun arises out of a player "grokking" (i.e. understanding) a pattern. When they know the pattern too well, they become bored. When they can't get the pattern at all, they become frustrated. The challenge in game design is to continually provide new patterns to learn, and ones that aren't too hard. If you provide easy patterns, you should move on to a new pattern quickly.

The book itself is an easy, and fun, read and does well on the coffee table despite the soft cover binding, but it fails to deliver any specific knowledge on how to progress from "make patterns the player can learn" to "this is how you do it in a game".

Instead it becomes somewhat preachy and argues that game designers ought to design the next "Mona Lisa" game or the next "Lolita" game ... which I suppose should be taken to mean a game that challenges and grows the player instead of just running the same old "open door, kill enemy" pattern. True as this might be, the blame for bland game designs ought to be put at the door of risk-averse publishers, not designers lack of imagination.

In conclusion, the book offers some insight, but it is in no way a cookbook on how to design fun and it fails to deliver anything to the almost academic debate on what "fun" is. The reader, then, should decide if that should be considered a plus or negative.

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Most Recent Customer Reviews
5.0 out of 5 stars Accessible theories on fun, playing and games!
I found this to be a really useful deconstruction of what game design is and how we might go about doing it. Read more
Published 1 day ago by Greg
4.0 out of 5 stars An excellent book, great subject matter.
This book while clearly taking a less formal approach to traditional academic books was fantastic. It touched on many subjects which I feel really changed my thinking, particularly... Read more
Published 12 months ago by Michael Chambers
3.0 out of 5 stars More a treatise on what games are and should be than a theory of fun
What this book delivers well is a treatise on what games are and should be. The author's erudition and practical experience across a wide range of disciplines is a particular... Read more
Published 13 months ago by Khaled McGonnell
4.0 out of 5 stars A great little book
This is a great little book. It's short, to-the-point, and exactly what the games industry needs. It gets lost somewhere near the end and seems to ramble repetitively, but by that... Read more
Published 14 months ago by A. Nichol
5.0 out of 5 stars Content over Style.
I was bought this as a biirthday present, & when I opened the wrapping I must admit I felt a bit of a lull in my enthusiasm, not at all what I expected. Read more
Published 21 months ago by Jimbo Jones
3.0 out of 5 stars Very inspiring but presentation could be better
This is a very interesting book. It is my first read in this topic and I guess it was a good choice for an introduction as it is very thought provoking and inspiring. Read more
Published 21 months ago by London
5.0 out of 5 stars A fun book to read
I am interested in game design, and this was the very first book I read. It is a very good book, not with detailed instructions on how to get rich with games, but instead provides... Read more
Published on 15 Jun 2010 by N. Goncalves
5.0 out of 5 stars For designers of all games, not just computer games
I recommend this book to game makers and artists. Games can and should be a valid medium for art.
Published on 17 Aug 2009 by J. Sloan
5.0 out of 5 stars an uncommon book to treat video game design
This is really interesting because it is really different from the other game design books. Ralph Koster talks about fun. The real fun. Read more
Published on 2 Aug 2009 by .
5.0 out of 5 stars Must have game design book!
This book is a must have for anyone interested in game design. It covers the author's theory on what makes games fun and interesting. Highly recommended!
Published on 11 May 2009 by Jason Mitchell
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