Download e-book for iPad: A Theory of Fun for Game Design (2nd Edition) (10th by Raph Koster

By Raph Koster

ISBN-10: 1449363210

ISBN-13: 9781449363215

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

Now in complete colour, the 10th anniversary edition of this vintage e-book takes you deep into the affects that underlie glossy games, and examines the weather they proportion with conventional video games akin to checkers. on the middle of his exploration, veteran online game fashion designer Raph Koster takes a detailed examine the concept that of enjoyable and why it's the main very important point in any game.

Why do a little video games develop into uninteresting speedy, 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, totally up to date variation is helping you realize what drives this significant cultural strength, and conjures up you to take it further.

You'll notice that:
• video games play into our innate skill to hunt styles and clear up puzzles
• so much winning video games are outfitted upon an analogous elements
• somewhat extra women than men now play games
• Many video games nonetheless educate 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 starting to evolve past their prehistoric origins

Ten years later retrospective (229):
Much of the recent fabric during this presentation has been included into this, the revised 10th anniversary version. even though, there are a number of digressions. in the event you care to learn it, you will find the slides the following: Theory_Fun_10.pdf and real video of the controversy right here: play/1016632/A-Theory-of-Fun-10.
From final web page inside this edition

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

Example text

As in Mighty Morphin Power Rangers, characters continually alter/enhance/remake the parameters of their bodies/powers/identities by appropriating a range of weapons/outfits/spirits/tools. Everything is at once fluid and boundless in this imaginary universe: one constituted by a host of particles 26 / ENCHANTED COMMODITIES and elements that, by being rearranged or replaced, generate ever new entities and relationships. And the desire this feeds is to expand the possibilities even further, whether the commodity/play form is Yu-Gi-Oh!

More than anything, these toys engage in a continual breakdown and recombination of multiple bodies, powers, and parts. This is the logic of play that not only reproduces a lived world of flux, fragmentation, and mobility but also gives kids the opportunity to both mimic and reweave such particle-ization. The tamagotchi does this more through a trope of biological reproduction (hatching one’s own pet and raising it to adulthood), Pokémon through discovery and conquest (catching hordes of monsters, which are also exchanged along with information between kids), and the team superheroes (Sailor Moon, Power Rangers) through morphing and collective battle scenes.

But this trend, too, has historical roots in the postwar period: the replacement of subjection to emperor and group by the primacy of the individual in the democratization following the war (and according to the strictures of the “democratic” constitution imposed by the occupying forces in 1947), and of the turn by the national polity from militaristic takeover of Asia to industrial production, with its goal of material abundance for Japanese citizens. Today, after decades of a corporatist drive to perform and a consumerist orientation to seek individual pleasure(s), there is a profound unease (fuan) in Japan, piqued by the current recession that has led to a rise in unemployment, layoffs, homelessness, and suicide.

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