A Theory of Fun for Game Design / Edition 1

A Theory of Fun for Game Design / Edition 1

by Raph Koster, Will Wright
4.0 3
Pub. Date:
O'Reilly Media, Incorporated

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A Theory of Fun for Game Design 4 out of 5 based on 0 ratings. 3 reviews.
Anonymous More than 1 year ago
Guest More than 1 year ago
This is an essential primer for any budding game designer - computer or otherwise. While Koster's attention is mostly on computer games, the theory of fun he develops is widely applicable, especially if your goal is to make your game engaging and replayable. Don't be fooled into thinking the illustrations are just pretty, either. They illuminate the text and offer insights of their own in ways that are easy to absorb. This is a volume to read, re-read and count yourself glad to grok.
Guest More than 1 year ago
The cover is a cartoon. And inside, so too is every second page. Yet Koster is quite serious. He tries to describe why a computer game is enjoyable. Or at least what makes the successful ones so. En route, he gives an informal synopsis and taxonomy of the games that have appeared since the 1970s. The seminal Space Invaders, Pac Man, Defender, Tempest and others from your mis-spend youth. (Well, mine anyway.) Ambitiously, he tries to put games into a broader context. Comparing them to other communications media, like music, books and movies. He craves intellectual respectability for games, on a par with those activities, for which academic analysis is now commonplace, Though it certainly was not so for movies, during their first decades. Koster suggests that with now over 20 years of gaming, it is likewise time for games to be regarded seriously.