Get A Theory of Fun for Game Design (2nd Edition) (10th PDF

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By Raph Koster

ISBN-10: 1932111972

ISBN-13: 9781932111972

Author note: Will Wright (Foreword through)
Publish yr note: First released November 1st 2004 by means of Paraglyph Press
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Now in complete colour, the 10th anniversary edition of this vintage booklet takes you deep into the affects that underlie smooth games, and examines the weather they percentage with conventional video games similar to checkers. on the center of his exploration, veteran online game dressmaker Raph Koster takes an in depth examine the idea that of enjoyable and why it's the main important point in any game.

Why perform a little video games develop into dull quick, 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 recognize 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 profitable video games are outfitted upon an identical elements
• somewhat extra ladies 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 recent fabric during this presentation has been integrated into this, the revised 10th anniversary variation. notwithstanding, there are a couple of digressions. for those who care to learn it, you will find the slides the following: http://www.raphkoster.com/gaming/gdco12/Koster_Raph_ Theory_Fun_10.pdf and real video of the controversy right here: http://www.gdcvault.com/ play/1016632/A-Theory-of-Fun-10.
From final web page inside this edition

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

Example text

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”). * 28 29 The last kind of thinking is not thinking. * Calling this “muscle memory” is a lie.

We pattern-seek the process of pattern-seeking! Faces may be the best example. How many times have you seen faces in wood grain, in the patterns in plaster walls, or in the smudges on the sidewalk? A surprisingly large part of the human brain is devoted to seeing faces—when we look at a person’s face, a huge amount of brainpower is expended in interpreting it. 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.

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”). * 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.

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


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