Theory of Fun for Game Design

ISBN-10: 1449363210
ISBN-13: 9781449363215
Edition: 2nd 2013
Authors: Raph Koster
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Description: 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  More...

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Book details

List price: $24.99
Edition: 2nd
Copyright year: 2013
Publisher: O'Reilly Media, Incorporated
Publication date: 12/2/2013
Binding: Paperback
Pages: 284
Size: 7.50" wide x 9.25" long x 0.75" tall
Weight: 1.342
Language: English

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

Raph Koster (San Diego, CA) is the Chief Creative Officer for Sony Online Entertainment. For many years he has served as a lead designer for teams building online virtual worlds. His first job was as a designer working on persistent worlds at Origin Systems. His last project there was working on Ultima Online, opening the online persistent world market to the general gaming public.

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