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Raph Koster's A Theory of Fun for Game Design (2nd Edition) (10th PDF

By Raph Koster

ISBN-10: 1932111972

ISBN-13: 9781932111972

Author note: Will Wright (Foreword via)
Publish 12 months note: First released November 1st 2004 through Paraglyph Press

Now in complete colour, the 10th anniversary edition of this vintage ebook takes you deep into the impacts that underlie sleek games, and examines the weather they percentage with conventional video games resembling checkers. on the center of his exploration, veteran online game dressmaker Raph Koster takes a detailed examine the idea that of enjoyable and why it's the main important point in any game.

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

You'll realize that:
• video games play into our innate skill to hunt styles and remedy puzzles
• so much winning video games are outfitted upon a similar elements
• a little bit 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
• really artistic designers seldom use different video games for inspiration
• video games are commencing to evolve past their prehistoric origins

Ten years later retrospective (229):
Much of the hot fabric during this presentation has been included into this, the revised 10th anniversary variation. in spite of the fact that, there are a couple of digressions. if you care to learn it, you'll find the slides right here: Theory_Fun_10.pdf and real video of the controversy the following: play/1016632/A-Theory-of-Fun-10.
From final web page inside of this edition

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

Sample text

10 11 Chapter Two HOW THE BRAIN WORKS There are a lot of definitions of “game” out there. There’s a field called “game theory,”* which has something to do with games, a lot to do with psychology, even more to do with math, and not a lot to do with game design. Game theory is about how competitors make optimal choices, and it’s mostly used in politics and economics, where it is frequently proven wrong. Looking up “game” in the dictionary isn’t that helpful. Once you leave out the definitions referring to hunting, they wander all over the place.

The frets are closer together. The chords are all different. There are a handful of techniques that just aren’t used on the guitar. The notes sustain less. The musical vocabulary is different. And yet, it wasn’t that hard to get basic competence. The reason isn’t just muscle memory; that just accounts for some of my ability to move my fingers quickly along the fingerboard, but not all. For example, the distances I move my fingers are very different and the places I move them to are different, too.

This is the sort of mind we measure when we take IQ tests. The second level of the brain is really slow. It’s integrative, associative, and intuitive. It links things that don’t make much sense. This is the part of the brain that packages things up and chunks them. This part of how we think isn’t something we can access directly—it doesn’t use words. It’s also frequently wrong. It’s the source of “common sense,” which is often self-contradictory (“look before you leap, but he who hesitates is lost”).

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

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