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Theory of Fun for Game Design
 
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Theory of Fun for Game Design (Paperback)

by Raph Koster (Author)
4.8 out of 5 stars  See all reviews (10 customer reviews)
RRP: £16.49
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Theory of Fun for Game Design + The Art of Game Design: A book of lenses: A Book of Lenses + Rules of Play: Game Design Fundamentals
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Product details

  • Paperback: 256 pages
  • Publisher: PARAGLYPH PRESS (1 Jan 2005)
  • Language English
  • ISBN-10: 1932111972
  • ISBN-13: 978-1932111972
  • Product Dimensions: 22.6 x 18 x 1.8 cm
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon.co.uk Sales Rank: 42,960 in Books (See Bestsellers in Books)

    Popular in these categories:

    #16 in  Books > Computing & Internet > Programming > Games
    #26 in  Books > Computing & Internet > PC & Video Games > Programming
    #48 in  Books > Computing & Internet > Computer Science > Software Design, Testing & Engineering
  • See Complete Table of Contents

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Product Description

Product Description

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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David Perry on Game Design 4.3 out of 5 stars (3)
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Customer Reviews

10 Reviews
5 star:
 (9)
4 star:    (0)
3 star:
 (1)
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Average Customer Review
4.8 out of 5 stars (10 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
10 of 10 people found the following review helpful:
5.0 out of 5 stars thoughtful and inspiring, 18 Nov 2005
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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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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14 of 15 people found the following review helpful:
3.0 out of 5 stars A good book, but too much of a gospel, 21 May 2005
By Bjorn T. Madsen "sunbeam60" (Ashby de la Zouch, England) - See all my reviews
(REAL NAME)   
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 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 2 months ago 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 3 months ago 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 6 months ago by Jason Mitchell

5.0 out of 5 stars A very thought-provoking work
The main thrust of this book is exactly what the title says it is - a Theory of Fun, for game design. Read more
Published 7 months ago by B. Sizer

5.0 out of 5 stars Seminal
This is one of the few books on game design I have read that genuinely seem to 'get it' - that games are a medium in which it is possible to express artistic sentiment, and that... Read more
Published 8 months ago by Mr. Michael Heron

5.0 out of 5 stars More than just fun and theory
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. Read more
Published on 13 April 2005 by Theis Egeberg

5.0 out of 5 stars A great book on what games are really about
I had this book recommended to me by a friend. I was a little dubious for a couple of reasons - firstly because most game design books are a bit rubbish, and secondly it was cited... Read more
Published on 24 Jan 2005 by cocteau68k

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