Theory of Fun for Game Design

Theory of Fun for Game Design

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  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2021-11-27 09:53:04
  • Update Date:2025-09-06
  • Status:finish
  • Author:Raph Koster
  • ISBN:1449363210
  • Environment:PC/Android/iPhone/iPad/Kindle

Summary

Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun。 Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining。

The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design。 For the professional game developer to the interested young gamer, this updated edition takes you on an illustrated ride in fun and games。


Learn why some games are fun and others are boring
Discover how playing a game and learning are connected
Understand why making a game too hard--or too easy--is a mistake
Find out why games have to balance deprivation and overload, order and chaos, silence and noise
Explore why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks

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Reviews

Jimmy

This is a good book, but the second half gets really repetitive。---This book is a masterpiece, despite some repetitiveness。

Yuri Karabatov

While many reviews call it simplistic, it's clear that Koster has spent a lot of time thinking about the topic—there are many references to be followed and explored, and I've lifted a couple of thoughts from the book that speak to me personally。Yes, you probably can't use it as a step-by-step guide to make your game fun, but that is outside the book's goals。My only peeve is that footnotes take up a whole quarter of the book (and they're all at the end) and you have to constantly flip back and fo While many reviews call it simplistic, it's clear that Koster has spent a lot of time thinking about the topic—there are many references to be followed and explored, and I've lifted a couple of thoughts from the book that speak to me personally。Yes, you probably can't use it as a step-by-step guide to make your game fun, but that is outside the book's goals。My only peeve is that footnotes take up a whole quarter of the book (and they're all at the end) and you have to constantly flip back and forth while reading。 。。。more

Dmitry Semenovykh

This book somewhat related to games, the author is a nice guy who is clever and knows a lot。 But it can be hardly useful in creating computer games。 It gives absolutely no idea what is a game design and game industry。 I've selected this book on the topic because it is often recommended and included in the best books lists。 I suppose there are practical books in such list but not this one。 This book somewhat related to games, the author is a nice guy who is clever and knows a lot。 But it can be hardly useful in creating computer games。 It gives absolutely no idea what is a game design and game industry。 I've selected this book on the topic because it is often recommended and included in the best books lists。 I suppose there are practical books in such list but not this one。 。。。more

Jason

My brother got me a copy of the first edition of this book in 2005 or 2006, and I have no idea what happened to that copy。 Kindly enough, he got me a copy of this 2nd edition this January, 2021, for my birthday, along with some other books on game design that I had on my birthday list。 When he got me that first copy, I had not much interest in game design, and I don’t think I made it past the second chapter, in spite of it being an easy-to-read book with every other page an illustration。 Since t My brother got me a copy of the first edition of this book in 2005 or 2006, and I have no idea what happened to that copy。 Kindly enough, he got me a copy of this 2nd edition this January, 2021, for my birthday, along with some other books on game design that I had on my birthday list。 When he got me that first copy, I had not much interest in game design, and I don’t think I made it past the second chapter, in spite of it being an easy-to-read book with every other page an illustration。 Since then, I have become very interested in game design and I was glad to get another chance to read A Theory of Fun for Game Design。Koster makes a few central arguments in this book。 First, he argues that we have fun when our brains are learning, specifically when we seek to “master{} a problem mentally” (90)。 Next, he argues that games are defined by the fact that they have something to teach their players, and that in playing the games, the players practice the lessons that the games teach。 Hence, a good game is ‘one that teaches everything it has to offer before the player stops playing’ (46)。 Koster uses these foundational arguments to look at the difficulty of designing good games in the face of all our human impulses running counter to what games want to help us achieve。 But all of this is really in service of his larger argument, which is that games are worth making, and more importantly, that games are art, with all the goals, promise, and possibilities of other more established and recognized art forms。There is this quote on the back cover from Cory Doctorow: “Does for games what Understanding Comics did for sequential art。” That makes sense to me as a reading of the book, and it does a lot to place the book in its historical moment。 Here in 2021, I’m sure there are still plenty of people who dismiss the idea that games can be art, but that’s certainly not the case in any circle in which I run。 The punch of this argument might have been fierce in 2004, but it’s certainly not now。 My lack of excitement over Koster’s focus was stymied still more by Koster’s limited view of what art is and does, and what games need to be and do to rise to that criteria。There is a lot of great stuff in this book, and I made a lot of notes and found myself thinking about a lot of the challenges of game design in different ways while I read it。 The middle hundred pages (specifically chapters 4 through 8) of the book are wonderful, and even if his focus is on video games, he always speaks broadly enough for his thoughts to apply to all games。I didn’t love the writing itself。 Well, that’s not exactly true。 The writing—the sentence structure, tone, pacing, and flow—is all competent and easy。 It’s something deeper than that that rubbed against my sensibilities unpleasantly。 The only adequate words I can find at the moment are attitude and posture, as in, his attitude and posture bother me。 His use of other disciplines, like psychology, to bolster his points are so casually and authoritatively thrown out that all my cautionary alarms went off。 I’m not skilled in the field enough to know how well he used the theories he relies on, but I am wary to say the least。 (Additionally annoying is that such reliance is not at all necessary to make his larger points。) I feel like an entire essay could be written about Koster’s use of endnotes in this book--their frequency, their nature, and his use of asterisks (and hand-drawn-looking asterisks at that!) instead of numbering。 And certain sections of the book were perfectly painful to read, such as his extended meditation on the differences between men and women in game-playing。 There will be some percentage of readers that absolutely love Koster’s style in this book, but I am certain that there is an equally large percentage of readers who feel as I do。The good news is that the undesirable parts of the book can be met with some snarky marginalia and eyerolling and you can get to the good and useful stuff with relatively little pain。 。。。more

Benjamin

Pretty good。 I think there are somethings that can either be organized better, or updated even further beyond the 2nd edition。 For instance, the indie space has blown up a ton since the 2nd edition, and I believe there are a ton of games that take the medium seriously。 I'd like to see that addressed, but it still makes a ton of great points about the industry at the time of writing。This is a great place to begin reading about game design as a whole。 It doesn't go over the details of good game de Pretty good。 I think there are somethings that can either be organized better, or updated even further beyond the 2nd edition。 For instance, the indie space has blown up a ton since the 2nd edition, and I believe there are a ton of games that take the medium seriously。 I'd like to see that addressed, but it still makes a ton of great points about the industry at the time of writing。This is a great place to begin reading about game design as a whole。 It doesn't go over the details of good game design。 It is more about the ethics, psychology, and importance of the design of games。 It also doesn't spend of bunch of pages dancing around the point。 The book tackles exactly what it wants to say, and then moves on。 。。。more

Stephen Pearce

A key takeaway for me is that games are fundamentally tools for teaching and it's in the identification and mastery of patterns that we find our fun。There's a lot to chew on here and as such I'm certain I will be revisiting it often。 A key takeaway for me is that games are fundamentally tools for teaching and it's in the identification and mastery of patterns that we find our fun。There's a lot to chew on here and as such I'm certain I will be revisiting it often。 。。。more

Karen Chung

An original, and provocative yet persuasive analysis of what "fun" is, and how all "fun" involves "learning", and "learning" involves "pattern identification"。 I have thought this for years, especially upon seeing how obsessed about improving gamers can often be, to the point of spending money on an arcade game they can't really afford – it's because they're after the rush that *mastery*, i。e。 learning, brings them。 What we need to do now is figure out how to motivate learners in a similar way i An original, and provocative yet persuasive analysis of what "fun" is, and how all "fun" involves "learning", and "learning" involves "pattern identification"。 I have thought this for years, especially upon seeing how obsessed about improving gamers can often be, to the point of spending money on an arcade game they can't really afford – it's because they're after the rush that *mastery*, i。e。 learning, brings them。 What we need to do now is figure out how to motivate learners in a similar way in schools, with apps, and by other means。 Recommended。 。。。more

Fırat Özbay

Feels more like the author is trying to rationalize that games aren't violent to the mass audience while pretending that this is a book that can teach you game design concepts。 His definition of "fun" tries to sound educational, and it's about learning patterns and stuff。 When you read the book you won't be getting what would be useful "in theory", when making games。 Rather you will be getting the subjective opinions of a middle aged game executive trying to sound educational, cultured, caring a Feels more like the author is trying to rationalize that games aren't violent to the mass audience while pretending that this is a book that can teach you game design concepts。 His definition of "fun" tries to sound educational, and it's about learning patterns and stuff。 When you read the book you won't be getting what would be useful "in theory", when making games。 Rather you will be getting the subjective opinions of a middle aged game executive trying to sound educational, cultured, caring and not "violent"。 He is too focused to send the message: "Hey! We are not violent guys。" It is probably because that the book was written when there was a huge notion that games were violent。Rather than insisting that "fun" is learning patterns。 He could have just said learning patterns can be "fun"。 But chooses to insist that fun is exclusively learning patterns/mastering problems。 And chooses to frame other types of fun with other words instead。 Rather than imposing his new language, I would have preferred him to use common language。 And just call his "fun", "fun of learning", "fun of mastery" or "fun of self-improvement"。 He also tries to list his ideas on what makes a good game, and how it should be。 But they are too vague, and not properly backed。 And sadly because of this his ideas do not leave a lasting impression。 The reason I'm giving 2 stars is that I had some thought provoking moments, that led me into thinking new game ideas, just like when I have conversations with fellow game developers。 So yeah, thanks for that :thumbsup:Finally, Mr。 Koster I would have loved to have a chat with you as fellow game developers, and loved to disagree with you here and there。 But when I read a highly popular book for game design, I would've preferred a more structured, more well backed, less opinionated book。 And that's what many readers like me are probably going to want。 So sadly I can't recommend this book。 。。。more

Bird

This was a really good introduction to game design, but also an insight into what makes something fun, and what games are。 I think i will come back to this book frequently。

Jonatas Ferreira lopes

How this book is compared to "Understanding Comics" from Scott Mccloud, is beyond me。。。 How this book is compared to "Understanding Comics" from Scott Mccloud, is beyond me。。。 。。。more

Pouya Pournasir

I believe this book is a must for game developers, game designers, and actually, everyone who loves video games, even for entertainment。 It gives you a good insight into why we love games and playing。

Zoltán Zsombor

One of the best books I've ever read and a must read for anyone who has even a passing interest in game design。Of course, it is very important to note that this book is very much a high level discussion of the topic: if you're expecting explicit on instructions on how to design a game or if you're looking for an academic resource on fun, this book will disappoint you。However, it is excellent as a starting point for anyone who wants to dig deeper into what makes games work and what kind of potent One of the best books I've ever read and a must read for anyone who has even a passing interest in game design。Of course, it is very important to note that this book is very much a high level discussion of the topic: if you're expecting explicit on instructions on how to design a game or if you're looking for an academic resource on fun, this book will disappoint you。However, it is excellent as a starting point for anyone who wants to dig deeper into what makes games work and what kind of potential the medium has in the long run。 。。。more

Richard Garzón

I've been an avid gamer my whole life。 I've always wondered if there was a general set of principles behind why I got bored of some games and not others。 This book provided just such a set of principles。The gist of the book is that the brain likes to find patterns in the world。 Therefore, good game design necessarily involves providing just the right level of difficulty in finding patterns that lead to success conditions。 After reading, I realized something like this explains why I've enjoyed so I've been an avid gamer my whole life。 I've always wondered if there was a general set of principles behind why I got bored of some games and not others。 This book provided just such a set of principles。The gist of the book is that the brain likes to find patterns in the world。 Therefore, good game design necessarily involves providing just the right level of difficulty in finding patterns that lead to success conditions。 After reading, I realized something like this explains why I've enjoyed some games and completely bounced off of others。 I even realized I may have bounced off some games because I expected a specific pattern, didn't adjust when i couldn't find it, and gave up。 Sometimes it seems, unwillingness to adapt can be misinterpreted as "bad design。" This book gave me a better way to evaluate games as well as a better way to evaluate my own reactions to certain designs。All in all, very insightful, clearly written, and well cited。 。。。more

Mark Endras

The book stays at 30,000 feet。 Does not get into the details of the process of game design。 Not what I expected but still an insightful read on the human condition and the purpose of games。

Inez

It was disappointing and frustrating experience。 I think this book could be good, but author turned to much it in personal journal, full of stereotypical views。 As women I think it hits twice strong。 The Book shares wrong idea of women in games and discourage women in industry。

Michal Domanski

This book is less a theory, but more a collection of thoughts from Raph Koster。 It’s essentially nothing more than a prolonged 100 page blog post, full of strong opinions without many sources to back those up。 Given that context, I guess assumptions are acceptable。 I just wish the title of the book would reflect it。The illustrations in this book were made by the author himself。 The author speaks in very proficient and assertive tones about fine art, but the quality of the books illustrations sta This book is less a theory, but more a collection of thoughts from Raph Koster。 It’s essentially nothing more than a prolonged 100 page blog post, full of strong opinions without many sources to back those up。 Given that context, I guess assumptions are acceptable。 I just wish the title of the book would reflect it。The illustrations in this book were made by the author himself。 The author speaks in very proficient and assertive tones about fine art, but the quality of the books illustrations stands in stark contrast to the text itself。 I don’t know whether it’s a stylistic choice, but the lines in his drawings just lack any kind of expression。 Much more could’ve been achieved given the same time investment。 This of course draws a bad light onto the credibility of the content itself。Maybe those were supposed to be funny。 It’s just that I don’t find this particular type of humor。。。 fun。 It’s antiquated, reminding me of dad jokes, and at some points it’s even borderline sexist, despite the authors best efforts to distance himself from this sensible topic。 Given that half of the book - every second page - is illustrations, this isn’t purely a minor thing。The author loses himself all too often in his thoughts。 There is no narrative thread binding this whole train of thought together。 Rather, the author jumps back and forth between topics, making it very difficult to backtrace the intended line of argumentation。 I would’ve expected more from someone with a writing background。 Because of this, I’m not really sure what the key takeaways of this book are。 There is many things I disagree with, but there certainly is also truths in there。 At the same time, there was nothing in there I wouldn’t have already learned before。 The book is vague in things relevant to a newcomer, but redundant in things relevant to someone with a bit of experience, so。。。 meh。。。Given that you can read this book in a couple of hours, there was no harm done。 I personally wouldn’t recommend it, but given the low commitment necessary, you might as well give it a shot if you get it somewhere for cheap。 Who knows, maybe it’s your cup of tea。。。 。。。more

Andrzej

4。5*This book is a gem。 And it is also more on the philosophical and psychology side。 Does not really give any definition of fun is (besides mentioning the definitions from literature)。 But this doesn't necessarily have to be wrong。 After all, fun can mean something different for everyone。 Instead, he rather tries to explain what can spark fun in what we are doing。 In games。 However, I feel, that his biggest goal here was rather to push boundaries on how people see and create games and move it a 4。5*This book is a gem。 And it is also more on the philosophical and psychology side。 Does not really give any definition of fun is (besides mentioning the definitions from literature)。 But this doesn't necessarily have to be wrong。 After all, fun can mean something different for everyone。 Instead, he rather tries to explain what can spark fun in what we are doing。 In games。 However, I feel, that his biggest goal here was rather to push boundaries on how people see and create games and move it a bit into the 'art' direction。 To transform the medium into a little bit more mature one。 To make it ask questions without answers and ones which reflect our own struggles in life。 It was written in 2003 and updated 10 years later and the industry has grown a lot since then。 And I believe that in the direction that the author wanted it to be。 The Indie scene is the best examples of this。 But even some bigger titles tried to struggle not only with black and white or power fantasies。 。。。more

Starla

Too short and simplistic to be of any actual use in developing an applicable theory of game design。 Mostly, the book consists of stream of consciousness musings。

Christine Woods

Interesting points raised throughout。 Overall, very broad strokes view of game design, often veering into the author's musings based on his unspecified experiences。 Maybe it's a bit dated, I frequently felt topics he suggested as novel have been explored in greater depth in books like Reality is Broken, which succeeded it, but also in Thinking Fast and Slow, which he references (at least referring to Daniel Kahneman) but doesn't seem to have incorporated。 Worth a read with the understanding that Interesting points raised throughout。 Overall, very broad strokes view of game design, often veering into the author's musings based on his unspecified experiences。 Maybe it's a bit dated, I frequently felt topics he suggested as novel have been explored in greater depth in books like Reality is Broken, which succeeded it, but also in Thinking Fast and Slow, which he references (at least referring to Daniel Kahneman) but doesn't seem to have incorporated。 Worth a read with the understanding that it's a broader discussion and reads more like a Ted Talk than a textbook。 。。。more

Shiran Ze

It is a nice book with cute illustrations, however, reading most of it feels like reading someone's random thoughts。 It is a nice book with cute illustrations, however, reading most of it feels like reading someone's random thoughts。 。。。more

Isiah Valdez

I like the beginning concept: games are fun because they provide a space to learn with no real-world consequences。 Beyond that, there are some problems with the text due to its age and others due to some contradictory stances the author presents。 Koster openly admits in the afterword that this whole thing was written basically in a weekend, so it isn't surprising its coherency suffered。Throughout the book it felt like Koster couldn't make up his mind whether entertainment was art, or if art need I like the beginning concept: games are fun because they provide a space to learn with no real-world consequences。 Beyond that, there are some problems with the text due to its age and others due to some contradictory stances the author presents。 Koster openly admits in the afterword that this whole thing was written basically in a weekend, so it isn't surprising its coherency suffered。Throughout the book it felt like Koster couldn't make up his mind whether entertainment was art, or if art needs to explore the human condition, or if entertainment shallowly explores the human condition (making it art-lite) so there is and isn't a distinction, or if games need to find a way to explore the human condition using only systems that allow more than one solution, or if complexity in games is bad because it excludes too many people, but games also need to grow up from being too simplistic。 I'm perfectly comfortable with nuance, but it needs to be communicated as "the answer is complicated" instead of presenting a different answer every chapter as if each is the only answer。 Koster also presents "fun" pretty narrowly, choosing to separate other types of enjoyment into other categories。 I think this is an attempt to narrow down what's unique about games as a medium, but I think it ignores just how complicated media in general is。 A pretty heavy gimmick of the book is that every other page is an illustration。 I felt like these were just used for padding。 If you actually read a page and look at the drawing opposite it, it's usually a non sequitur。 Instead, the illustrations often follow their own flow。 They may have served the book better if they book-ended chapters or provided an intermission。 The GDC talk this book was based on is probably better, but I'm not sure if I want to watch it after reading this。 Honestly, there are awesome YouTube channels that offer a more up-to-date and usually more nuanced look at games。 If anything, it was at least interesting to examine my own thoughts about games and art, and to consider how much things have changed in 16 years。 。。。more

Michael Knolla

Picked this one up for my son’s Summer Skills work (one of his choices was video game design) and he enjoyed it so much I decided to give it a go。 As an ur text in the attempt to articulate a theory of game design I found it fascinating even as an outsider。 The section on Tetris as “murder pit” in particular has a clarity in highlighting that game design choices really do matter。 A quick, easy and fun dread for the curious。 A great start for those looking to build an actual game design intellect Picked this one up for my son’s Summer Skills work (one of his choices was video game design) and he enjoyed it so much I decided to give it a go。 As an ur text in the attempt to articulate a theory of game design I found it fascinating even as an outsider。 The section on Tetris as “murder pit” in particular has a clarity in highlighting that game design choices really do matter。 A quick, easy and fun dread for the curious。 A great start for those looking to build an actual game design intellectual foundation。 。。。more

Fernando Fernandes

I was expecting* more from this book like*, you know, going deep* on game core mechanics* and why they would* fail or succeed (that is one of the promises* of the book: "。。。 how to create* and improve* their designs to incorporate* the highest degree of fun。")。 What I got instead* was a series of chapters* that aren't logical connected* and seem to have been written* in a hurry over a weekend*。 Also annoying: the author keeps trying* to prove himself* worthy ("Hey, grandpa, my job means somethin I was expecting* more from this book like*, you know, going deep* on game core mechanics* and why they would* fail or succeed (that is one of the promises* of the book: "。。。 how to create* and improve* their designs to incorporate* the highest degree of fun。")。 What I got instead* was a series of chapters* that aren't logical connected* and seem to have been written* in a hurry over a weekend*。 Also annoying: the author keeps trying* to prove himself* worthy ("Hey, grandpa, my job means something, look。")。 Bitch please*。 We don't care*。*plus*why*so*many*footnotes?*it*breaks*immersion*how*couldn't*the*author*see*this*as*a*game*designer? 。。。more

Nikhil Kumar

Up till chapter 6: Different fun for different people。。。 Its interesting and has some serious practical tips and tricks for beginners game designers。。。 But after that it's boring and unpractical。 Up till chapter 6: Different fun for different people。。。 Its interesting and has some serious practical tips and tricks for beginners game designers。。。 But after that it's boring and unpractical。 。。。more

Kellynn Wee

Koster talks about games as our desire for both repetition and challenge (and out of that, the pleasure of learning), the concept of "fun", and how games are formal systems that reward skills that are either primitive (shooting, speed, aiming) or questionable (gaining power, resolving issues with violence, concerns with status hierarchies)。 He says that games should instead be designed and approached more like art rather than entertainment, and that games have a great deal of potential to be tra Koster talks about games as our desire for both repetition and challenge (and out of that, the pleasure of learning), the concept of "fun", and how games are formal systems that reward skills that are either primitive (shooting, speed, aiming) or questionable (gaining power, resolving issues with violence, concerns with status hierarchies)。 He says that games should instead be designed and approached more like art rather than entertainment, and that games have a great deal of potential to be transformative, valuable, and interesting。 To be honest, I skimmed most of the second half of this book, because it felt a) repetitive--this was an essay; it didn't need to be a book! and b) games HAVE evolved, so Koster's characterisation of all games being shoot-em-up types consisting of formal "moves" dressed up in occasional stories is no longer relevant。 As a player of popular games that have familiar mechanics (resource management, battling) but which underlying values hinge on collaboration, invention, creativity, and the pleasure of art and stories, I couldn't really connect with Koster's thesis and found myself bored after a while。 。。。more

Duip

It boils down to the empirical affirmation that games and learning are homeomorphic, which has been verified, but I don't mean to minimize the auctorial endeavour。 It boils down to the empirical affirmation that games and learning are homeomorphic, which has been verified, but I don't mean to minimize the auctorial endeavour。 。。。more

Kian

A lovely book, with lovely arts, and quite informative content。I enjoyed every second I've spent reading this book。A nice approach toward defining "Fun", the source of it, and how to make fun experiences。Also tackling aspects of gender unbalance in games, the general view of the society toward games, and showing the underlying layers of games-parts that are beneath arts and mechanics, in other words that pure feeling and sensation that games give you。And at the end, giving a solution for helping A lovely book, with lovely arts, and quite informative content。I enjoyed every second I've spent reading this book。A nice approach toward defining "Fun", the source of it, and how to make fun experiences。Also tackling aspects of gender unbalance in games, the general view of the society toward games, and showing the underlying layers of games-parts that are beneath arts and mechanics, in other words that pure feeling and sensation that games give you。And at the end, giving a solution for helping the games reach their "maturity" both as a media and a form of art。 。。。more

sam

I think a lot of people were expecting a step-by-step guide to design a game, which definitely was not the author's intent。 7 years following the republication of this book it still has some core notes that any designer should take into account。 I wish there was a little bit more in depth about creating content for people of all walks of life, but I think that also stems from an industry issue (note: most references for the book and review on the cover itself are men ¯\_(ツ)_/¯)。 I think a lot of people were expecting a step-by-step guide to design a game, which definitely was not the author's intent。 7 years following the republication of this book it still has some core notes that any designer should take into account。 I wish there was a little bit more in depth about creating content for people of all walks of life, but I think that also stems from an industry issue (note: most references for the book and review on the cover itself are men ¯\_(ツ)_/¯)。 。。。more

Taylan

An eye opening book about designing fun games。

Denis Vasilev

Книга про гейм-дизайн, но не практического, а теоретического характера。 Скорее на подумать, расширить сознание, посмотреть на игры с игроков с разных сторон。 Не знаю даст ли прочтение что-то в плане улучшения навыков гейм-дизайна, кругозор расширит точно