New PDF release: A Theory of Fun for Game Design (2nd Edition) (10th

By Raph Koster

ISBN-10: 1932111972

ISBN-13: 9781932111972

Author note: Will Wright (Foreword by means of)
Publish yr note: First released November 1st 2004 via Paraglyph Press

Now in complete colour, the 10th anniversary edition of this vintage publication takes you deep into the impacts that underlie smooth games, and examines the weather they proportion with conventional video games corresponding to checkers. on the center of his exploration, veteran video game dressmaker Raph Koster takes a detailed examine the concept that of enjoyable and why it's the main very important aspect in any game.

Why do a little video games turn into uninteresting fast, whereas others stay enjoyable for years? How do video games function primary and strong studying instruments? no matter if you're a video game developer, devoted gamer, or curious observer, this illustrated, absolutely up to date variation is helping you realize what drives this significant cultural strength, and evokes you to take it further.

You'll detect that:
• video games play into our innate skill to hunt styles and resolve puzzles
• such a lot profitable video games are outfitted upon an identical elements
• just a little extra adult females than men now play games
• Many video games nonetheless train primitive survival skills
• Fictional dressing for contemporary video games is extra built than the conceptual elements
• actually inventive designers seldom use different video games for inspiration
• video games are starting to evolve past their prehistoric origins

Ten years later retrospective (229):
Much of the recent fabric during this presentation has been integrated into this, the revised 10th anniversary version. despite the fact that, there are a number of digressions. if you care to learn it, you will discover the slides right here: Theory_Fun_10.pdf and genuine video of the controversy right here: play/1016632/A-Theory-of-Fun-10.
From final web page inside of this edition

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Additional info for A Theory of Fun for Game Design (2nd Edition) (10th Anniversary Edition)

Example text

Basically, our brains are on drugs pretty much all the time. One of the releases of chemicals triggering good feelings is at that moment of triumph when we learn something or master a task. * After all, it is important to the survival of the species that we learn—therefore our bodies reward us for it with moments of pleasure. There are many ways we find fun in games, and I will talk about the others. But learning is the one I believe to be the most important. Fun from games arises out of mastery.

It’s the source of “common sense,” which is often self-contradictory (“look before you leap, but he who hesitates is lost”). * 28 29 The last kind of thinking is not thinking. * Calling this “muscle memory” is a lie. Muscles don’t really have memory. They’re just big ol’ springs that coil and uncoil when you run electrical current through them. It’s really all about nerves. There’s a very large part of your body that works based on the autonomic nervous system, which is a fancy way of saying that it makes its own decisions.

When we’re not looking at someone face-to-face, we often misinterpret what he or she means because we lack all the information. The brain is hardwired for facial recognition,* just as it is hardwired for language, because faces are incredibly important to how human society works. The capability to see a face in a collection of cartoony lines, and interpret remarkably subtle emotions from it, is indicative of what the brain does best. Simply put, the brain is made to fill in blanks. We do this so much we don’t even realize we’re doing it.

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A Theory of Fun for Game Design (2nd Edition) (10th Anniversary Edition) by Raph Koster

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