HomeGroupsTalkMoreZeitgeist
Search Site
This site uses cookies to deliver our services, improve performance, for analytics, and (if not signed in) for advertising. By using LibraryThing you acknowledge that you have read and understand our Terms of Service and Privacy Policy. Your use of the site and services is subject to these policies and terms.

Results from Google Books

Click on a thumbnail to go to Google Books.

Theory of Fun for Game Design by Raph Koster
Loading...

Theory of Fun for Game Design (original 2004; edition 2010)

by Raph Koster (Author), Will Wright (Other Contributor)

MembersReviewsPopularityAverage ratingMentions
5721344,684 (3.91)1
Don't bother with this one. It's just $6 in the Kindle store, or else I wouldn't have even bought it, but I regret it now in any case. Luckily it's quite short, but even so I just skimmed a chapter or two.

To me, this is a collection of sometimes barely coherent stream-of-thought ramblings of a video-game executive, apparently about what makes games fun, though you'd barely know to read it. They don't really seem to have much purpose to it, except to draw attention to how educated and cultured the author is (he frequently makes comparisons to classical music and other "classical" forms of art, as if to say, hey look at me, I'm a man of the world). Also, the chapter titles often don't match the contents, like the one on ethics.

If there's a central theme to it, it's that fun means learning and then "grokking" (as in deeply internalizing) something new, though I'm not sure that revelation was worth the six bucks.

It looks like the author called up a couple of his contacts (all well known industry figures) and asked them to write a glowing cover blurb (or a foreword) to his book. Him being an important industry executive, they naturally obliged, though the generic tone of their recommendations should have been a giveaway. There's a lesson to be learned here about celebrity endorsements, kids. ( )
  matija2019 | Jan 8, 2019 |
Showing 13 of 13
A naive book, simple quick read, that follows Koster's personal experience with gaming, and understanding his profession.
Even if simple this book is valuable: the main point that games have a specific game shelf life is an important one that is often missed by game designers. ( )
  yates9 | Feb 28, 2024 |
I would title this Musings on Games, their position in society and the human psyche, and the concept of mastery: a deconstructionist approach but that's obviously too long a title.

Still, I think that's what the book is largely about. The central thesis is that a game is fun because it provides a task/set of tasks and the right tools/techniques for a player to master these tasks. I think it's super-interesting as a musing and theory, but I feel like it leaves out a whole gigantic genre of entertainment and niches that games occupy.

Take something like a fidget spinner. It's pretty trivial to 'master', but still provides some utility and fun. There are games that are the equivalent of a fidget spinner... simple, silly games that people enjoy anyways.

This might not be the kind of deep-level fun a career game designer would focus on, but if you're looking to 'gamify' interactions (like filling out compliance forms, or checklists, or even chores) then those are a pretty huge part of the considerations.

Slight disclaimer: I'm not a game designer but read this book wanting to know how to make non-game interactions more fun without necessarily adding points/a score or those traditional 'gamification' elements. I don't know if I got that out of it, but I got some things to think about. ( )
  nimishg | Apr 12, 2023 |
Theory of Fun for Game Design* is a deceptively educational book on the topic of fun and game design. Less on game design and more on fun. In 244 pages, Raph Koster provides his definition of fun, and outlines the importance of games for learning. Koster explains that we find learning fun, specifically, we enjoy problem solving and skills development. Games are a great vehicle for both, and they have been used since the beginning of time as a means of passing on survival skills — but times have changed. Read more ( )
  skrabut | Sep 2, 2020 |
Don't bother with this one. It's just $6 in the Kindle store, or else I wouldn't have even bought it, but I regret it now in any case. Luckily it's quite short, but even so I just skimmed a chapter or two.

To me, this is a collection of sometimes barely coherent stream-of-thought ramblings of a video-game executive, apparently about what makes games fun, though you'd barely know to read it. They don't really seem to have much purpose to it, except to draw attention to how educated and cultured the author is (he frequently makes comparisons to classical music and other "classical" forms of art, as if to say, hey look at me, I'm a man of the world). Also, the chapter titles often don't match the contents, like the one on ethics.

If there's a central theme to it, it's that fun means learning and then "grokking" (as in deeply internalizing) something new, though I'm not sure that revelation was worth the six bucks.

It looks like the author called up a couple of his contacts (all well known industry figures) and asked them to write a glowing cover blurb (or a foreword) to his book. Him being an important industry executive, they naturally obliged, though the generic tone of their recommendations should have been a giveaway. There's a lesson to be learned here about celebrity endorsements, kids. ( )
  matija2019 | Jan 8, 2019 |
The pictures didn't translate well to ebook format; their captions were very difficult to read. ( )
  questbird | Sep 26, 2018 |
This is a cute book -- kind of reminded me of Scott McCloud's "Understanding Comics" or Martin Gardner's "Aha!" The title mostly refers to the first part of the book during which Koster gives a quick overview of his take on a theory of how "fun" works. The second half of the book is more of a manifesto on games as art. People deep in the world of game design might not get much out of this directly -- although it's nice to just see an important game designer's take on the subject. But this book would be great for folks just digging into the theory and practice of game design for the first time. It almost begs to be on the reading list in college classes about game design, interactive media, or art theory in general. ( )
  chasing | Jan 18, 2016 |
Perhaps because the one or two core ideas are old hat and well-accepted*, this book underwhelmed. Very readable, but not much to retain or apply. His concluding exhortations about the potential of games seemed to be cherished beliefs but presented without enough support to be useful, aimed more at notgames or artgames than games.

(*) Of course, Koster's definition of "fun" isn't well accepted, but that's because he's identifying one particular flavor (out of four or eight or more) of game-related fun and referring to that as fun for the entire book. Since he doesn't do this immediately, even doubters who have looked at the beginning of the book find it easy to dismiss. ( )
  tomhudson | Mar 27, 2015 |
Have always enjoyed Raph's gaming insight. ( )
  morbusiff | May 9, 2013 |
Some interesting ideas, about the art of game design.
The only thing I didn't like was that a lot of the little cartoons were of the "I'm afraid of my wife" variety, which I just think is so puerile and lame. Jeez, guy, don't have a wife then, if you think she's so controlling and incomprehensible. ( )
  JenneB | Apr 2, 2013 |
This book has brilliant passages convincing the reader that games are capable of more than just escapism. However, this book is also an unstructured mess. It takes you on a road that leads through all kind of allies and mountain passages so to speak, but you don't really know where he is taking you. It is a light read, so some of his escapades are forgiven. The illustrations make it even easier to digest. Another reason to read this book are the links to background information. This alone makes the book worthwhile. A "fun" book to read, but it would have been better if it had more structure and a clear goal. ( )
  GeertHa | Jun 4, 2012 |
If I ever teach a class on video games this will be the first book I add to the syllabus. A must-read for gamers, casual gamers and designers of interactive digital environments. More importantly, I think this book is a must-read for parents and teachers. Koster does a great job of explaining what it is about games that eat up so many hours of our kids' and students' lives. ( )
  techszewski | Jan 10, 2010 |
This is an entertaining book where Koster examines fun. Just what is fun, and what makes a game a game? Those are the answers he's looking for, and he does a pretty good job. ( )
1 vote irishkitsune | Feb 1, 2008 |
Journalist Tom Chatfield of Prospect has chosen to discuss Raph Koster's A Theory of Fun, on FiveBooks as one of the top five on his subject - Computer Games, saying that: 



“Today we are seeing a new form of it, (Play) but in order to really understand it properly, we need to begin with this really deep evolutionary hold that games have on us. Koster looks at games as something that’s about learning above all, and they are in his phrase ‘chewy’ environments for our brains, where we are performing a task again and again to get better at beating the particular properties of a particular environment.”



The full interview is available here: http://five-books.com/interviews/tom-chatfield
( )
  FiveBooks | Mar 17, 2010 |
Showing 13 of 13

Current Discussions

None

Popular covers

Quick Links

Rating

Average: (3.91)
0.5 1
1 3
1.5
2 3
2.5
3 20
3.5 2
4 33
4.5 1
5 31

Is this you?

Become a LibraryThing Author.

 

About | Contact | Privacy/Terms | Help/FAQs | Blog | Store | APIs | TinyCat | Legacy Libraries | Early Reviewers | Common Knowledge | 216,748,999 books! | Top bar: Always visible
  NODES
chat 2
Idea 2
idea 2
INTERN 2
Project 1