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10 of 10 people found the following review helpful:
5.0 out of 5 stars
Fun for All the Family, 16 Oct 2005
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. Fail even one of these rules, and your game is looking bad. 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.
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