Have you ever been hooked on games like League of Legends, Candy Crush Saga, or Minecraft? Ever wonder why those games were so engaging when exercise and studying feel like chores? In A Theory of Fun for Game Design, game designer Raph Koster breaks down what fun is, how successful games achieve it, and what exactly we have to learn from games. In this book summary, learn: • why evolution has made games fun for humans • what skills games actually teach, from statistics to social power and teamwork • which building blocks are core to all successful games • why women and men prefer different types of games. Table of Contents • • • • • • • • • • • Main Points • Humans are evolutionarily programmed to enjoy learning patterns, which increased our survival. • Games are puzzles to teach patterns, in a safe environment with low risk • Fun arises from learning and mastering • Games teach calculation of odds, social power, teamwork, spacial relationships, memory, lateral thinking, and more. • Good games have building blocks consisting of preparation, a core mechanic, a range of challenges, a range of abilities, skill required in using the abilities, and variable feedback. • Games become un-fun when they are too trivial or too difficult. You don’t need to understand it fully – you merely need to see the pattern and understand what it takes to master it to be boring. • Thus to increase fun, you must continuously push the boundary of skill • Different people are suited for different games – e.g. Different games cater along gender lines, five-factor personality models. Pousada vista bela morro de sp. • Games should evolve as a medium to teach more about ourselves, not just provide superficial power fantasies or operate as passive pure entertainment. As a game designer, seeing the words “theory” and “fun” in such close proximity instinctively makes me a bit uncomfortable. Theories are dry and academic things. Well now, let's seek for the other theory of fun for game theory of fun for game design design PDF if you have got this book review. La Trobe University![]() On Cognition • Thinking is mostly memory, pattern-matching against past experiences. “This is another one of those.” This conserves energy. A Theory Of Fun For Game Design Pdf• “The essence of art is forcing us to see things as they are rather than as we assume them to be. Poems about trees force us to look at the majesty of bark and the subtlety of leaf.” • Noise is any pattern we don’t understand. • Bebop sounds like noise until you understand the underlying patterns in tempo, chord progressions. • Chunking is part of this, where meaningfully linked items are grouped together. • Example: break down how you got ready for bed. Which teeth did you brush first? From which eye did you remove your contacts from first?
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