Theory of Fun for Game Design

A Theory of Fun for Game Design is not your typical how to book It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive The book s unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways however, its universal message will influence designers from all walks of life This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough He then explains how great designers use different types of elements in new ways to make designs fun and compelling Anyone who is interested in design will enjoy how the book works on two levels as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry. New Read [ Theory of Fun for Game Design ] By [ Raph Koster ] For Kindle ePUB or eBook – kino-fada.fr 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 th 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 ...Excellent start for someone who has no idea even where to start when it comes to game design The style in witch this book is written is quite casual and it doesn t go too much into details as I said, good for absolute beginners.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 j...I found this book very inspiring and deep, especially the parts where the author tries to connect games and arts and fun Some parts of the book are abstract and a little bit hard to grasp as the book includes many metaphors Nevertheless, many paragraphs still give me goosebumps as they are so true and profound The author has many strong arguments and also very has high ideals when it comes to game designing A game is designed not only for entertainment, but also for educating and helping pla I found this book very inspiring and deep, especially the parts where the author tries to connect games and arts and fun Some parts of the book are abstract and a little bit hard to grasp as the book includes many metaphors Nevertheless, many paragraphs still give me goosebumps as they are so true and profound The author has many strong arguments and also very has high ideals when it comes to game designing A game is designed not only for entertainment, but also for educating and helping players overcome their weaknesses He has inspired hopes in readers that one day, games will be no longer considered meaningless and trivial, but will join literature, music, dance and theatre as a form...I wasn t a big fan of this book I was hoping to learn specific approaches for designing games that are engaging, or which provide certain kinds of experience for the player how to choose mechanics and fit them together, how to balance a game, how to design rulesets that encourage emergence, how to model the game world intuitively to the player, and so on What I got was a much squishier affair,concerned with presenting little parables and going off on ...This book is about what psychological elements of video games capture peoples attention In particular which of these elements create a fun game.Its very short and written in the format of a children s book with every other page being a full page cartoon of the concept discussed in the previous page It is not a children s book since they discuss things like grokking and pattern recognition.The author is one of the creative leads for Sony interactive entertainment, so you learn a bit about how This book is about what psychological elements of video games capture peoples attention In particular which of these elements create a fun game.Its very short and written in the format of a children s book with every other page being a full page cartoon of the concept disc...Indispensable para entender por qu jugamos y la poderosa herramienta de comunicaci n y entretenimiento que son los videojuegos No es un libro de game design que trate los aspectos formales del desarrollo de un juego, sino que se centra en c mo funcionamos al ser atravesados por el lenguaje de stos Lleg a mis manos con la...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, whe...It s an incredibly insightful book, and genuinely useful for people trying to create games Having said that, its basic premise is that all satisfying play is learning and I just don t buy that The logic seems very flawed to me in this area It seems to me quite plausible that play or certain kinds of games can be seen as highjacking the satisfaction that you would ideally be getting from an actual accomplishment in real life, diverting your mastery and craft and intellectual stretching from th It s an incredibly insightful book, and genuinely useful for people trying to create games Having said that, its basic premise is that all satisfying play is learn...This was a very good book While most of the other game design books I have read came across as textbooks, this one didn t The way it was spaced out, it feltlike I was reading a novel than a textbook The little cartoons on the right pages can piss of some people What the Hell is the point of them , but I enjoyed them, as they seem to illustrate the point of the text on the left pages a littleWhile t...

Theory of Fun for Game Design
  • English
  • 27 January 2018
  • eBook Kindle
  • 256 pages
  • 1932111972
  • Raph Koster
  • Theory of Fun for Game Design