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Raph Koster - A Theory of Fun for Game Design

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Raph Koster A Theory of Fun for Game Design
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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 books 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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A Theory of Fun for Game Design

Table of Contents

A Theory of Fun for Game Design
Raph Koster

Copyright 2010

Limits of Liability and Disclaimer of Warranty

The author and publisher of this book have used their best efforts in preparing the book and the programs contained in it. These efforts include the development, research, and testing of the theories and programs to determine their effectiveness. The author and publisher make no warranty of any kind, expressed or implied, with regard to these programs or the documentation contained in this book.

Trademarks

Trademarked names appear throughout this book. Rather than list the names and entities that own the trademarks or insert a trademark symbol with each mention of the trademarked name, the publisher states that it is using the names for editorial purposes only and to the benefit of the trademark owner, with no intention of infringing upon that trademark.

The author and publisher shall not be liable in the event of incidental or consequential damages in connection with, or arising out of, the furnishing, performance, or use of the programs, associated instructions, and/or claims of productivity gains.


Dedication

This book is dedicated to my kids, without whom I never would have written it, and to Kristen, because I always promised my first book would be for her. Without her, thered be no book.

What People are Saying!

A Theory of Fun elucidates some basic truths that apply not just to games but to all entertainment. Even better, it does so in a style that is clear, insightful, and fun! I expect this book to become an instant classic, fascinating to anyone who has ever made a gameor played one.

-- Noah Falstein Freelance Game Designer/Writer/Producer

A book about fun which is actually fun to read. It reminds me of Scott McClouds Understanding Comics a work which makes sophisticated arguments by pulling them down to basic principles and presenting them in an engaging fashion. Raph Koster offers a road map for how to make games an even more expressive medium.

-- Henry MITs Comparative Media Studies Program Jenkins

Raph has been an inspiration to countless developers over the years. His focus on finding new ways to communicate complex design issues has been an incredible benefit to the international game developers, who crowd into his lectures. Finally, hes tackling probably the most important principle of all, the one that all game designers someday need to become the masters of Making things Fun!

-- David President Shiny Entertainment (Atari, Inc.) Perry

Does for games what Understanding Comics did for sequential art. Non-gamers: Buy this for the gamer in your life. Gamers: Buy this for the non-gamer in your life. Youll never look at fun the same way again.

-- Cory Doctorow Author of Eastern Standard Tribe and Down and Out in the Magic Kingdom; co-editor of Boing Boing

Gaming is much more than having funit is core to being human. Understanding games, and fun, helps us understand ourselves. Raph Koster is one of the good guys, always working to make more fun in our world. With this book hes just helped all of us, his readers and students, do exactly that.

-- Mike McShaffry Author of Game Coding Complete and Head of Studio at Breakaway Games

Amazing! All-New! Only Available on TV! Kosters A Theory of Fun is well-written, timely, passionate and scientifically informed, a fine piece of work thats bound to get lots of well-deserved attention.

-- Edward Indiana University Castronova

Raph Koster asks the important question about games: why are they fun, and what does that say about games and about us? Koster takes our love of games at face valuewe play them because they are fun, we hate them when they are boringand he assumes the art of game design is to get more of the former and less of the latter.

-- Clay Interactive Telecommunications Program, NYU Shirky
Acknowledgements

Special thanks to all those who have helped me clarify the thoughts that went into this book over the last few years, through their writing and direct conversation and by challenging my assumptions. In no particular order:

Cory Ondrejka for passionately dreaming the dream; Ben Cousins for coining ludeme and pursuing empirical approaches; David Kennerly for loving the ludemes; Gordon Walton and Rich Vogel for mentoring, mentoring, mentoringand letting go; J. C. Lawrence for creating the forum; Jesper Juul for questioning the premise; Jessica Mulligan for opening the art question; John Buehler for the emotion questions; John Donham for indulging and interest; Lee Sheldon for insisting on story; Nicole Lazzaro for introducing me to research on emotion; Noah Falstein for treading down a similar pathkeep an eye out for his book; Richard Bartle for the playspace, and for advocating authorial intent; Richard Garriott for injecting ethics; Rod Humble for listening to very long rambles; Sasha Hart for the human condition questions; Timothy Burke and many other players for forcing me to consider the question; Will Wright for insight into formal game systems.

Extra special thanks to those who helped make the book in this form come together: Kurt Squire for introducing Ben to the original presentation, Ben Sawyer for editing, Dave Taylor and Patricia Pizer for fantastic volunteer editing jobs, Keith Weiskamp for publishing and line-by-line commentary, Chris Nakashima-Brown for legal help, Kim Eoff for laying out the book, and Judy Flynn for copyediting.

Above all, to Kristen, who helped scan the images, gave me the space in which to work, and read the drafts as they emerged. Without the time granted to me by her willingness to watch the kids, cook the food, and keep me working, this would never have come to be.

Finally, thank you to all those who in my life have allowed me to pursue this crazy career. And to my family, for fostering the sense of fun from an early age and buying all the darn games and computers for me.

Foreword
Will Wright

The title of this book almost feels wrong to me. As a game designer, seeing the words Theory and Fun in such close proximity instinctively makes me a bit uncomfortable. Theories are dry and academic things, found in thick books at the back of the library, whereas fun is light, energetic, playful andwellfun.

For the first few decades of interactive game design we were able to blithely ignore many of the larger meta-questions surrounding our craft while we slowly, painfully learned to walk. Now for the first time we are starting to see serious interest in what we do from the academic side. This is forcing those of us in the games industry to stop and consider,

What is this new medium that were working in?

The academic interest seems twofold: First is the recognition that video games probably represent an emerging new medium, a new design field, and possibly a new art form. All of these are worthy of study. Second, there are an increasing number of motivated students that grew up playing these games and now find themselves inspired to work in the field one day. They want to find schools that will help them understand what games are and how to make them.

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