A Theory of Fun for Game Design

A Theory of Fun for Game Design
by Raph Koster

A Theory of Fun for Game Design
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Book Summary Information

Author: Raph Koster
Edition: Paperback
Audio: English (Unknown); English (Original Language); English (Published)
Published: 2004-11-06
ISBN: 1932111972
Number of pages: 256
Publisher: Paraglyph Press

Book Reviews of A Theory of Fun for Game Design

Book Review: A fun book that reflects it's own ideals
Summary: 5 Stars

What is fun? This is a question that comes up constantly for game designers, but is something that everyone wonders from time to time. Unfortunately, fun is mysterious, intangible thing, something that would seem to vary wildly from person to person and from circumstance to circumstance. What possible universals of fun could exist that would allow us to understand and better utilize it? Raph Koster has a theory.

Who is Raph Koster and on what grounds does he think he can write the book on fun? Currently, he is the chief creative officer of Sony Online Entertainment, makers of Everquest and Star Wars Galaxies. He was part of the original Ultima Online development team and is credited for work both on that and The Second Age expansion. He maintains a series of writings at www.legendmud.org/raph and is a common speaker at several game development conventions. With such a background, little wonder then that the title of the book is A Theory of Fun for Game Design.

Yet the book itself is not limited in scope of game design itself, and within Raph Koster attempts to better define the universals of what fun is to humankind as he works his way to the medium of games. It is here that he explains, in easy to follow logic, how fun is a part of the learning process, a reward mechanism attached to the method of encapsulating the world around us into useful ideas for use in our everyday lives.

Once we get to the games, which happens at about chapter 3, the real fun begins. In the remaining ten chapters (including the epilogue) Raph Koster revisits the core concept of fun as he explains what games are, what they teach us, and what they're not. He explains how different games hold different appeal for different people. How too much emphasis on learning can be obstructive and how too little learning can be dull, and the necessary elements to get an ideal balance. Why people are resistant to change even if the brain is wired for them to learn, and why designers are resistant to bring new ideas to games. How games can be classified, even as art. There's much more here than I have time to elaborate on. The book closes on an ethical note, along with some visionary ideas about where games can go.

The book weighs in at 244 pages, and the content is deep, but the book itself is quite easy reading. It is formatted to have no more than 29 lines a page, and every other page is a helpful and often humorous black and white comic. This approach helps the content flow much easier while simultaneously demonstrating that fun and learning can indeed be related.

Has Raph Koster really defined what fun is? Well, it's certainly a good theory. In the end, you learn not only a bit about fun and game design but (like many good books) also a bit about life.

Summary of A Theory of Fun for Game Design

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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