Theory of Fun for Game Design, 2nd Edition
Publisher: O'Reilly Media
Released: November 2013
Pages: 300

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game.

Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.

You’ll discover that:

  • Games play into our innate ability to seek patterns and solve puzzles
  • Most successful games are built upon the same elements
  • Slightly more females than males now play games
  • Many games still teach primitive survival skills
  • Fictional dressing for modern games is more developed than the conceptual elements
  • Truly creative designers seldom use other games for inspiration
  • Games are beginning to evolve beyond their prehistoric origins
Table of Contents
Product Details
About the Author
Recommended for You
Customer Reviews

REVIEW SNAPSHOT®

by PowerReviews
oreillyTheory of Fun for Game Design, 2nd Edition
 
4.0

(based on 2 reviews)

Ratings Distribution

  • 5 Stars

     

    (0)

  • 4 Stars

     

    (2)

  • 3 Stars

     

    (0)

  • 2 Stars

     

    (0)

  • 1 Stars

     

    (0)

Reviewed by 2 customers

Sort by

Displaying reviews 1-2

Back to top

(1 of 1 customers found this review helpful)

 
4.0

Breathtaking, but quite short

By Jinx

from Finland

Verified Buyer

Pros

  • Accurate
  • Concise
  • Easy to understand
  • Well-written

Cons

  • Not comprehensive enough

Best Uses

  • Expert
  • Intermediate
  • Novice
  • Student

Comments about oreilly Theory of Fun for Game Design, 2nd Edition:

Raph Koster's book is more like a manifesto - a call to action. It was surprisingly short and it only focused on expanding on the topics that the book gives away during the first few pages. In the book it's said that it's a lengthened version of a Powerpoint -presentation he gave many years ago.

The book is best aimed for beginners finding motivation and creative spark or industry veterans, who have lost their way making games for the money and try to find their way back to "the good old days".

 
4.0

Game theory can be fun

By fortilan

from Sydney, Australia

About Me Designer, Developer

Verified Reviewer

Pros

  • Easy to understand
  • Helpful examples
  • Well-written

Cons

  • Might Be Hard To Apply Th

Best Uses

  • Intermediate
  • Novice
  • Student

Comments about oreilly Theory of Fun for Game Design, 2nd Edition:

When I think of 'theory' I usually envisage something that, while useful, is going to have a hypotheses and some research and analysis... a stereotype I know, but I dot usually expect it to have any fun. Despite its title, this book bucks my stereotype.

The author's style is easy to read and 'conversational' and gives good practical examples of the 'theory', supported by lots and lots of nice hand drawn illustrations.

One of the points made in the book is that fun games are a form of 'pleasurable learning' and I certainly had fun reading this book and feel like I learned a lot.

As an aspirational game designer, I am not sure how I would apply what I have learned as there appears to be no 'formula' for designing fun games (and maybe that is just as well) but there are a lot of good stories and examples to get you thinking and this is what makes the book a good read.

Displaying reviews 1-2

Back to top

 
Buy 2 Get 1 Free Free Shipping Guarantee
Buying Options
Immediate Access - Go Digital what's this?
Ebook: $27.99
Formats:  DAISY, ePub, Mobi, PDF
Print & Ebook: $38.49
Print: $34.99