Theory of Fun for Game Design by Koster Raph

Theory of Fun for Game Design by Koster Raph

Author:Koster, Raph [Koster, Raph]
Language: eng
Format: mobi, epub, azw3
Tags: COMPUTERS / Programming / Games
Publisher: OReilly Media - A
Published: 2010-10-13T16:00:00+00:00


Some of the activities on the first chart aren’t what you would normally term “fun,” even though they are almost all activities in which you learn patterns. We can sit here and debate whether performing music, writing a story, or drawing a picture is fun. From having training in all three, I can tell you that they are all hard work, which isn’t something we necessarily consider fun. But I derive great fulfillment from these activities. This is perhaps analogous to watching Hamlet on stage, reading Lord Jim, or viewing Guernica—not exactly giggly-happy-fun, but fulfilling in a different way.

The chills that go down your back are not always indicative of something that you find enjoyable. A tragedy or moment of great sorrow can cause them. The moment you recognize a pattern your body will give you the chill as a sign. Just as writing isn’t necessarily fun but might be something valuable for the writer to do, or practicing piano for hours on end might not be fun but something that gives fulfillment, engaging in interaction with games need not be fun either but might indeed be fulfilling, thought-provoking, challenging, and also difficult, painful, and even compulsive.

In other words, games can take forms we don’t recognize. They might not be limited to being “a game” or even a “software toy.” The definition of “game” implies certain things, as do the words “toy,” “sport,” and “hobby.” The classic definition of “game” covers only some of the boxes in the grid. Arguably, all of the boxes in the grid are fun to someone. We need to start thinking of games a little more broadly. Otherwise, we will be missing out on large chunks of their potential as a medium.

The reason why the rise of critique and academia surrounding games is important is because it finally adds the missing element to put games in context with the rest of human endeavor. It means their arrival as a medium. Considering how long they have been around, they’re a little late to the party.



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