To defend his position, he goes on in great detail about how video games function, and what they truly are about at their most basic level - learning patterns. Like McCloud, Koster feels like his medium of choice (of course, he obfuscates this point - but more on that later) is misunderstood, and that it deserves a cultural status akin to that of literature and art. Raph Koster, a rather celebrated game designer (and former creative head of Sony’s game department), tries to explain just exactly what video games are, and in the process of doing this takes on what he feels are common misconceptions about video games. There's a lesson to be learned here about celebrity endorsements, kids. Him being an important industry executive, they naturally obliged, though the generic tone of their recommendations should have been a giveaway. It looks like the author called up a couple of his contacts (all well known industry figures) and asked them to write a glowing cover blurb (or a foreword) to his book. If there's a central theme to it, it's that fun means learning and then "grokking" (as in deeply internalizing) something new, though I'm not sure that revelation was worth the six bucks. Also, the chapter titles often don't match the contents, like the one on ethics. They don't really seem to have much purpose to it, except to draw attention to how educated and cultured the author is (he frequently makes comparisons to classical music and other "classical" forms of art, as if to say, hey look at me, I'm a man of the world). To me, this is a collection of sometimes barely coherent stream-of-thought ramblings of a video-game executive, apparently about what makes games fun, though you'd barely know to read it. Luckily it's quite short, but even so I just skimmed a chapter or two. It's just $6 in the Kindle store, or else I wouldn't have even bought it, but I regret it now in any case. 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.ĭon't bother with this one. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. 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.Īt first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways however, its universal message will influence designers from all walks of life. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. A Theory of Fun for Game Design is not your typical how-to book.
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