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Authors: Raph Koster

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BOOK: Theory of Fun for Game Design
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Guernica
: A painting by Pablo Picasso, done to commemorate and protest the bombing of that city during the Spanish Civil War.

Software toy
: A common appellation for video games that are not goal oriented.

Every medium is interactive
: Whether you prefer Marshall McLuhan’s nomenclature of “hot” and “cold” media or more contemporary conceptions of audience participation in the artistic construct is kind of academic because it’s a debate about the level of interactivity present in only one box in the chart.

Mondrian
: Piet Mondrian was a painter who was particularly noted for his compositions that used only colored squares and oblongs.

Disagree with me on this
: The game designer Dave Kennerly feels that “shoehorning the principle of the movie, book, narrative, or other inapplicable medium onto the game perpetuates bad games.” In his defense, he is speaking primarily of the construction of formal systems themselves.

Belles lettres
: Literally “beautiful letters.” The term was once widely used as the rubric for all forms of study of writing.

Impressionism
: An artistic movement primarily centered in the visual arts and music, it takes its name from the painting
Impression: A Sunrise
. Impressionism in art is more concerned with depicting the play of light on an object than the object itself.

Posterization
: An alteration of color and increase in contrast between color forms, frequently used as a filter in image processing software.

Debussy
: Composer (1862–1918) best known for
Prelude to “The Afternoon of a Faun.”

Ravel
: An important composer in his own right (“Bolero”), but also a talented orchestrator and arranger. The version everyone knows of
Pictures at an Exhibition
is his orchestration rather than Mussorgsky’s original.

Virginia Woolf and Jacob’s Room
: This novel is about Jacob, a young man dead in World War I. We never meet Jacob over the course of the novel. He is depicted solely in terms of how his absence affects the other people in his life.

Gertrude Stein and The Autobiography of Alice B. Toklas
: This subversive autobiography was written by Stein writing
as
Alice B. Toklas, who was Stein’s longtime companion and lover.

Minesweeper
: Installed by default on almost all Windows computers, this game involves revealing a landscape full of bombs by looking at revealed squares that provide information about the hidden neighbors.

Zeitgeist
: Driven in part by the rise of photography and also by discoveries in science, the central concerns here became the foundations of Modernism.

Chapter 10:

Consider films
: Jon Boorstin’s
Making Movies Work
is an excellent primer on the basics of film as a medium.

Notation system for dance
: It wasn’t until the 1500s that the first very primitive system of notating dance was developed, and it wasn’t until 1926 that Laban developed a system that was really what we’d call complete.

Prima ballerina
: This calls to mind, of course, the poem “Among School Children,” written by William Butler Yeats in 1927:

O body swayed to music, O brightening glance,
How can we know the dancer from the dance?

Term comparable to choreography
: “Ludography” seems like a good choice, except that it is instead comparable to “bibliography” and means the games you have created. This hasn’t stopped designer James Ernest from calling himself a ludographer. If anyone has any ideas better than the awful “gameplayographer,” let me know! “Ludeme-ographer”? “Ludemographer”?

Games about shooting with a camera
: Among them are
Pokemon Snap
for the Nintendo 64 and
Beyond Good & Evil
, available on various platforms.

Hate crime shooters
: Several of these have been made, espousing various causes ranging from the agenda of the Ku Klux Klan to Palestinian nationhood.

The Comics Code
: Established in the 1950s following an uproar over the impact that violent comics could have on children. The result was self-censorship imposed by the comics industry; for many years, no comics were published without the Comics Code seal of approval. The artistic gap between the EC Comics of the 50s and Art Spiegelman’s
Maus
is not that huge—the time gap that resulted from the imposition of the Comics Code arguably set the medium back by 30 years.

Ezra Pound
: A brilliant modernist poet who was also a fascist and not a very nice human being.

Lolita
: A classic novel by Vladimir Nabokov about an older man who becomes sexually obsessed with a young girl.

Chapter 11:

Gnothi seauton
: This is the motto over the entrance to the temple of Apollo at Delphi.

James Lovelock
: An environmentalist who proposed the Gaia hypothesis, which is the notion that our biosphere functions as a single complex organism.

Network theory
: A whole branch of science has sprung up around a subset of graph theory that studies networks. For further reading, I suggest
Small Worlds
by Duncan Watts and
Linked
by Albert-László Barabási.

Marketing
: Yes, even marketing has given us insights into the way humanity works. In particular, marketing has taught us much about mob behavior, information propagation through groups, and the tactics of persuasion.

Architecture affecting people
: The classic book in the field is
A Pattern Language
by Christopher Alexander.

Glimmers of hope
: The classic example of a game that provides a subtle moral lesson is
M.U.L.E
., designed by Dani Bunten Berry. In this game of colonization, players compete on a distant world to be the richest member of the colony via participation in multiple industries and selling goods to one another. However, the game also offers an additional victory condition. The overall success of the colony matters. You could win as an individual and still perish with the colony as a whole. The lesson is a remarkably subtle one on the ecologies of economic markets and the importance of both individuals and society.

Chapter 12:

Dani Bunten Berry
: Designer of such classic video games as
M.U.L.E
. and
Seven Cities of Gold
.

Duchamp’s Nude Descending a Staircase
: Considered one of the first paintings to attempt to show motion abstractly, this painting is an early example of Futurism.

Shakespeare forgotten
: Interest in the works of Shakespeare has fluctuated over the centuries. Although he was regarded as a solid entertainer in the seventeenth century, and his works were collected in the eighteenth, it is not until the nineteenth century that we see him enthroned as the greatest writer who ever lived.

Epilogue:

Shootings at Columbine High School
: In 1999, two students at Columbine High School in Littleton, Colorado, shot and killed several students and teachers. It was later found that both perpetrators were avid players of violent video games, which led to much blame being placed on the games. This is not the only example of video games being blamed for violence. Several lawsuits have been brought against companies in the industry, accusing them of inciting the violence.

Penderecki’s Threnody for the Victims of Hiroshima
: Krzysztof Penderecki is one of the most widely respected composers of the twentieth century. This piece in particular is highly abstract yet immensely powerful.

Aaron Copland
: An American composer whose middle period of work is noted for its use of American motifs and folk tales.

Welles’s staging of
Macbeth: Orson Welles, best known for
Citizen Kane
, staged a performance of
Macbeth
in 1936 when he was 20. The cast was all black, the setting was changed from Scotland to the Caribbean, and the witches became voodoo witch doctors.

Grand Theft Auto
: An extremely popular video game series in the late 1990s and early 2000s, in which you play a criminal performing criminal acts. The games are justifiably admired for their expansive designs, freedom of action, and wide array of fun activities and are also highly controversial due to the subject matter. One of the more reprehensible moments occurs when the player can pick up a prostitute on a street corner, have sexual contact with her in exchange for money, and then beat her up and take the money back.

Pascal’s Wager
: Blaise Pascal’s famous wager comes from his
Pensées
: “Let us weigh the gain and the loss in wagering that God is… If you gain, you gain all; if you lose, you lose nothing. Wager, then, without hesitation that He is.”

Funny-shaped dice
: These dice, mostly based on Platonic solids, are used to play
Dungeons & Dragons
and other pen and paper role-playing games.

Kinetoscopes
: Invented in 1891 in Edison’s laboratory, this precursor to the film camera actually used 35mm film on reels, but it required viewers to look into a peephole to see.

Appendix C. What Readers are Saying About Raph Koster’s Theory Of Fun:
 

“This book convincingly answers the question,“
What makes a game fun?
And more than that, it dives into topics such as the ethics of games and how games can take their rightful place alongside other respected forms of entertainment. It’s all good stuff, and it’s easy to agree with everything Koster writes. It all rings true.

Koster has written one of the best books for our industry. I hope everyone adds it to their bookshelf.”

 
 
--
Scott
Miller
 

“Raph Koster’s
A Theory of Fun for Game Design
is certainly a book worthy of a place on any game designer’s shelf. Raph has written a light, frequently humorous, and sometimes touching book that should make a great gift to those of us who have parents or spouses who DON’T understand why we’re wasting all of our time with games. Rather than try to explain it to them, you can simply hand them this book.”

 
 
--
Bruce
Woodcock
 

“Entertaining, thoughtful, an excellent job.”

 
 
--
Slashdot
 

“Every once in a while a short and simple book comes along that manages to describe a really huge concept that applies to numerous aspects of life. I’m not sure if the author intended to, but when you scrutinize this book I found more applicable thoughts and views than I did while looking through Confucius.”

 
 
--
Theis Egeberg, Denmark
 

“Entertaining and innovative… a wide-ranging intellectual foray into what games mean.”

 
 
--
BlogCritics.org
 

“This book not only is an entertaining read, but also presents a vocabulary of valuable tools for game developers across all media. So many books are written these days on the techniques of designing games. But without understanding
why
we play games, all that technique is meaningless.”

 
 
--
Scott
Tengelin
 

“It’s a book I sincerely believe everyone should have read at least once in their lifetime. It’s that important… what Campbell and Vogler did to storytelling, Koster has done to
play
. This is a seriously important work. It’s a pop-science book that makes use of the very theory it espouses. And it works. It works exceptionally well. By the time you’ve read through it, so many pieces of the game design puzzle will have clicked together in your head that you’ll sit there wondering how someone could get so much knowledge across in such an easily swallowed pill… This book is history in the making. It will be referred to in seminal books whose authors have not yet even been born.”

 
 
--
GameDev.net
 

“Thankfully,
A Theory of Fun
exceeded my expectations on all levels. It has the accessibility of
Understanding Comics
, having a narrative depicted in images on every other page. But it also has the depth, having the text to go along with it all, unlike
Understanding Comics
. It’s thoroughly researched and well written. Best of all it gives good solid insights. You come out knowing more and being able to think about things in new and interesting ways. Although it is all firmly based around games, the book jumps through many disciplines—mathematics, psychology, art, and so forth. When the author touches on complex items, he cuts to the chase about how it’s applicable to the subject matter. In summary, I think it’s an excellent book and an instant classic.”

 
 
--
Jonathan, from Bookham, Surrey, UK
 

“It is an insightful read from a thoughtful industry insider, and equally notable, it is provocative for the questions it raises.”

 
 
--
terranova.blogs.com
 

“I’m really glad that you wrote this! Everyone from professional game developers to those who want to understand why we play games will enjoy
A Theory of Fun
. You’ve written a wonderful starting point for research and many future dinner conversations!”

 
 
--
Cory
Linden Lab
Ondrejka
 

“Koster tries to describe why a computer game is enjoyable, or at least what makes the successful ones so. En route, he gives an informal synopsis and taxonomy of the games that have appeared since the 1970s—the seminal Space Invaders, Pac Man, Defender, Tempest, and others from your misspent youth. (Well, mine anyway.) Ambitiously, he tries to put games into a broader context, comparing them to other communications media, like music, books, and movies. He craves intellectual respectability for games, on a par with those activities, for which academic analysis is now commonplace. Koster suggests that with now over 20 years of gaming, it is likewise time for games to be regarded seriously.”

 
 
--
Dr.
.
Wes
Boudville
 

“I’ll never look at game design in quite the same way again.”

 
 
--
Grimwell.com
 

“This entertaining and innovative book is ostensibly for game designers. Personally, I think it is more than that: it’s a primer for anyone interested in games, both for how they work and what we think of them. Written by Raph Koster, the chief creative officer for Sony Online Entertainment, it isn’t an artificial or inflated study in how to build a particular kind of game. Instead, it is a wide-ranging intellectual foray into what games mean, both to individuals and society, and how they operate on a host of different levels.”

 
 
--
Wallowworld.com
 

“A thoughtful and entertaining book that distills years of experience and research from a great and practical game designer. Koster explores the fun of games from many angles such as personal experience, academic research, anecdotes, and cognitive neuroscience. The core of the book establishes the role of games, why games are fun or boring, the elements of beauty and delight, and the beginnings of a framework for the critical analysis of video games. Along the way, Koster provides a justification for video games as practical teaching tools, a viable and important medium for art, and a legitimate part of our culture.

The writing style makes it approachable to casual readers or game designers. Every other page is a thoughtful cartoon, interwoven with the rich text. This makes it read like two books carefully spliced together—in a good way. As a software professional working in the industry, I especially appreciated the comprehensive end notes.”

 
 
--
Patrick
McCuller
 

“You should buy the book immediately.”

 
 
--
Dr.
.
Richard
Bartle
 

“This is the only book in a life of ‘tube’ reading that a stranger has stopped me to ask what I was reading. It is the Gita of gaming.”

 
 
--
Jason
Cason
 

“A great book that explores what is necessary and sufficient for a game (particularly video games) to be fun. His premise is that the fun most associated with games is the enjoyment gained from learning how to play the game, and learning how to better play the game. Games are so good at conveying this fun because they are little sandboxes; the player doesn’t have to worry about dying, so they’ll be able to explore more exciting (and dangerous) worlds than are possible in the real world.”

 
 
--
David
Ganzhorn
 

“I’ve handed out close to 15 copies of this book so far…”

 
 
--
Paul
Stephanouk
Big Huge Games

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