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A Theory of Fun for Game Design

Posted by Zonk on Fri Feb 04, 2005 05:13 PM
from the with-superfluous-penguins! dept.
Despite a growing interest in the field, books on game design can be jargon-filled textbooks too intimidating for the average game player. Raph Koster's A Theory of Fun for Game Design takes an entertaining look at a subject that has, in some ways, been taken too seriously by other authors. The book is thoughtful as well, providing a groundwork for a discussion of games as learning tools, art, and societal shapers. Read on for my thoughts, and some commentary from the author, on this distillation of a designer's viewpoint.
A Theory of Fun for Game Design
author Raph Koster
pages 244
publisher Paraglyph Press
rating 9
reviewer Zonk
ISBN 1932111972
summary Game design as examined by a skilled craftsman, with a unique look at the larger context of games.
Raph Koster speaks often on the subjects of game design and interactive narratives. A Theory of Fun for Game Design is an approachable version of the larger body of writing and speaking Koster has produced in his years of design work. Its unusual accessibility is clear as soon as you open the book: while the left-hand page page contains text and observations, the right hand page makes (sometimes snide) commentary on design via comics drawn by the author.

Mr. Koster kindly agreed to answer questions when I was preparing this review. When asked about the audience of the book, he said "The book was intended in large part as something I could give to my parents, or to other relatives, or to non-industry friends, as a way to explain what it is that my profession is all about." As such, the comics and plain-spoken writing bring design concepts into focus for readers who may not want to spend the rest of their lives on these topics.

The chapters of Theory of Fun are not organized formally, but the book seems to fall into three sections. The first section sets the stage by discussing what exactly a game is. "Games are puzzles to solve, just like everything else we encounter in life." Koster's thesis is, essentially, that games are learning puzzles. In his experience, simple games are created by children to teach themselves useful skills. More formal games have similar goals, but modern games exist almost entirely to provide the elusive substance of fun to the player. This assertion resulted in a brisk discussion on the site Terra Nova. Exactly what people want when they pick up a joystick is very much in debate even by industry professionals.

The central portion of Koster's theory ruminates on the roles games play, why games are designed the way they are, and what matters in a game. The meat of the book is here, in discussions about why gamers cast aside the ethical quandaries brought up by games like Grand Theft Auto (they're playing the game mechanics, not the fiction surrounding the mechanics) and in the observation that the destiny of all games is to become boring. An amusingly astute statement about cheaters caps off a discussion of the tendencies players have to finding the optimal solution to a game: "When a player cheats in a game, they are choosing a battlefield that is broader in context than the game itself.&quot

At the end of the midsection, the eternal discussion of games as art makes an appearance. Instead of equivocating, Mr. Koster makes his opinion very clear. "Art, to me, is just taking craft seriously. It's about communication (as I have said many times, in the book and elsewhere). Taking what we do seriously, *even if for frivolous ends,* just leads to better work. Considering what you are doing to be art tends to emphasize high standards, experimentation, expression, thoughtfulness, and discipline -- even if your goal is to make a gag-a-day newspaper strip or macrame hangings for your window."

To close his discussion on games and to provide a larger context against which to examine them, Mr. Koster steps outside the bounds of game design and makes some fairly dramatic statements about what games should be. While other media portrays the human condition almost as a matter of course, he argues, games rarely connect with the most basic aspects of our lives. To his mind, in order to truly achieve respect alongside the novel or the musical composition, games should "illuminate aspects of ourselves that we did not fully understand."

In his epilogue, Koster goes even further, arguing that -- as authors of art -- game designers should take responsibility for their creations. "I have little patience for those who hide behind the statement that 'it's just entertainment.' To deny our influence while simultaneously crowing about our financial success is at best naïve, and at worst irresponsible."

The book itself is well laid out, with the thoughtfully edited and often humorous text set amid plenty of whitespace on the right and the usually well-drawn comics on the left. The comics set the tone for the whole book, which in format resembles more of a collection of Far Side strips than it does a technical guide. The back of the book contains an extensive commentary section where offhand references and asides are explained in depth.

If you're planning on entering the field of game design, A Theory of Fun won't help you to storyboard a plot, model a texture, or develop a code base: if you're looking for the technical aspects of game design or deep academic consideration of the field, other titles will hold more for you. The intended audience of this book is quite wide, and Koster does an excellent job of making everyone feel included in the conversation that occurs between the pages. While game players and professionals new to the field alike can get a lot from what he discusses, the reader who may benefit the most from Theory of Fun is the seasoned game industry worker.

With the endless rehashing of game and design concepts currently in circulation and parent groups growing ever more shrill at the release of morally ambiguous titles, Raph Koster's book is a refreshing read. The book is an unpretentious examination of what it is that makes a game a game. He steps beyond the dehumanizing aspects of game mechanics to look at games and their designers in a broader societal context. If for no other reason that that, Theory of Fun is worth a look to read the opinion of someone who gives a damn.


You can purchase A Theory of Fun for Game Design from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
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  • by Bonker (243350) on Friday February 04 2005, @05:17PM (#11577246)
    If Raph Koster is an expert on anything, as many Star Wars Galaxies players can attest to, it's making a game NOT fun.
    • Re:Yeah, but it's Raph 'SWG' Koster by john_anderson_ii (Score:3) Friday February 04 2005, @05:19PM
      • Re:Yeah, but it's Raph 'SWG' Koster (Score:5, Interesting)

        by servognome (738846) on Friday February 04 2005, @05:56PM (#11577738)
        No it wasn't fun from the beginning. Aside from the game's bugginess, there were several core design problems. I would call SWG more of an experiment than a game.
        - HAM system - an experimental alternative to the typical HP/Mana systems of most RPGs. Both the penalties of specials (using specials injured you) and the arbitrary nature of damage (rifle damage injured "Mind" not health) just made it overly complicated and unintuitive.
        - Player run economy - interesting system, which I think worked well in some respects (gave the "feel" of a real economy). Unfortunately the breakdown occurred because risk/reward system was not in place for adventuring types. If the best stuff was made by players what was the use of taking risks adventuring.
        - Housing/building system was nice, though not completely new, it was I think one of the best implementations, though the downside was extreme lag in certain locations
        - Skill Structure - bland, and not particularly valuable. Getting higher skills in some respects would give you access to technology that you wouldn't use because there were better lower level alternatives
        - Mentorship - interesting, but not particularly valuable, and later became more of an annoyance.
        - Entertainers - once again interesting, but not engaging in terms of gameplay.
        I think I could have lived with the bugs, in the end I did not like the game due to intentional failures of design decisions. Overall it is something that could be learned from for future game designs. (ie. Discovering that many people wanted to be entertainers, so now how can you make an entertainer class engaging)
        [ Parent ]
        • Mirroring the real world by tepples (Score:1) Friday February 04 2005, @09:11PM
          • Re:Mirroring the real world (Score:5, Insightful)

            by servognome (738846) on Saturday February 05 2005, @12:58AM (#11580608)
            The point of a game (for most people) is to escape the realities of life. To exist in a world where you make a difference, or at least feel like you are accomplishing something grand.
            What's the risk/reward ratio for adventuring in real life?
            That's why people play games, so they can take risks they otherwise never would, and gain the feeling of greatness they could never experience. Not too many people single handedly have saved the world in real life, but being "the one", the hero who saves the galaxy/kingdom/world is the premise of most games; that's what people want out of a game.
            In real life as well, you use what works. Not every situation calls for bleeding edge technology.
            People want to work towards something bigger and better. You don't wanna save up 100k to buy a Porsche and find out it runs like a Gremlin.
            You try being a professional entertainer in real life. It's not as glamorous as Viacom makes it out to be on MTV
            Besides Milli Vanilli and Ashlee Simpson, not many entertainers can go /AFK and macro their way to stardom.
            In each of these cases, the plausibility of the scenario increases the immersion factor. If you want a game heavy on adventuring, go play a smaller-scale multiplayer RPG such as NWN.
            This is why I would call SWG more of an online social experiment than a game. I think it's interesting what sorts of decisions they made to make it feel like living in a world; but ultimately they failed to be "fun."
            How much fun would NFL2k be if you had to spend 30 hours before each game doing repititious drills. Most people don't want reality, they want an entertaining "reality-lite" all the fun stuff with everything else taken out.
            [ Parent ]
          • Re:Mirroring the real world by Chess_the_cat (Score:2) Sunday February 06 2005, @10:32AM
          • Simulation of things other than adventuring by tepples (Score:1) Saturday February 05 2005, @04:21PM
          • 1 reply beneath your current threshold.
    • Re:Yeah, but it's Raph 'SWG' Koster (Score:4, Insightful)

      by grumpygrodyguy (603716) on Friday February 04 2005, @05:47PM (#11577635)
      If Raph Koster is an expert on anything, as many Star Wars Galaxies players can attest to, it's making a game NOT fun.

      Mmmm....yes!!

      "Games are puzzles to solve, just like everything else we encounter in life.'"

      Umm....no.

      In fact most MMORPGs reflect the compulsive narcessistic attitude of most young americans today accumulating hand-over-fist anything they can get their mitts onto. At least this is why I play MMORPGs. The atmosphere, music, humor and scenery help to disuade me from needing to possess all the power in the realm, and thus provide a kind of light fantasy backdrop to my compulsive and irrepressible greed.

      It's always nice to have light humor mixed in with obsessive grinding/hoarding. These two things, and the play between them make for a successful and playable MMORPG.
      [ Parent ]
    • Re:Yeah, but it's Raph 'SWG' Koster by pHatidic (Score:1) Friday February 04 2005, @05:49PM
    • Re:Yeah, but it's Raph 'SWG' Koster by takitus (Score:1) Friday February 04 2005, @05:51PM
    • Re:Yeah, but it's Raph 'SWG' Koster by jefmes (Score:1) Friday February 04 2005, @07:24PM
      • 1 reply beneath your current threshold.
    • Re:Yeah, but it's Raph 'SWG' Koster by Alkaiser (Score:2) Friday February 04 2005, @07:38PM
    • 1 reply beneath your current threshold.
  • by WordODD (706788) <wordodd@gmail.com> on Friday February 04 2005, @05:17PM (#11577257)
    But now let us rejoin the gaming world reality with your host EA!!!
  • An introduction! (Score:4, Insightful)

    by reformist (773086) on Friday February 04 2005, @05:18PM (#11577264)
    All staff working on a game product should have training like this book gives; a designer's perspective should pervade the entire project, and the concept and goal of "fun" needs to be in every part of the product. Often, the goal of 1/2 the team is making the interface or some part of the game compatible with how the game engine does rendering to ensure we get an extra 5 fps here and there.
  • Nice, but not necessary. (Score:2, Interesting)

    by NashCarey (765512) * on Friday February 04 2005, @05:18PM (#11577283)
    (http://www.ruaware.org/ | Last Journal: Thursday March 25 2004, @08:51PM)
    As a novice game creator I must say that I have yet to read a book and feel I am doing fine thus far. I created http://ruaware.org/ [ruaware.org] AWARE and even had an article published in the NY Times (nothing on /. I am afraid) as a review in theory. The game I created was successful enough to even warrant a sequel.

    I specialize in Alternate Reality Gaming and the games are much more cerebral than most, so when Dave Szulborski wrote "This Is Not A Game" (seen at http://www.immersivegaming.com/ [immersivegaming.com]) not many had anything to complain about. Our players tend to like an intellectual challenge.

    Yet, I can imagine that many 13-15 year old DOOM players may have their head spin when discussing game theory.
  • game design books (Score:4, Insightful)

    by duckpoopy (585203) on Friday February 04 2005, @05:21PM (#11577313)
    (Last Journal: Wednesday August 04 2004, @03:27PM)
    aren't written for gamers. They are for gamne designers. Just because you like driving, that doesn't mean you can design a car, does it?
  • SWG? (Score:5, Funny)

    by Tackhead (54550) on Friday February 04 2005, @05:22PM (#11577327)
    > Raph Koster's A Theory of Fun for Game Desi

    --Bwaaaahaha*cough, splutter*, oh, God. No more. *wheeze* Make it stop. You're killin' me. Can't read another line.

    Raph Koster, the man most directly associated with shitting out Star Wars Galaxies from between his Goatse-like buttcheeks, is lecturing us on what makes a fun game.

    And for our next articles, an interview with the guy who invented the Edsel on his new book about his theory of automotive design, to be followed up by the guy who invented the :Cue:Cat about his theory of digital convergence, Jack Valenti's Theory of Digital Rights, George W. Bush's theory of fiscal conservatism, and a book on portfolio management theory co-authored by FDR and Charles Ponzi.

    Sheesh.

    • Re:SWG? by Bonker (Score:1) Friday February 04 2005, @05:32PM
      • Re:SWG? by Tackhead (Score:2) Friday February 04 2005, @05:37PM
    • Re:SWG? by JollyFinn (Score:2) Saturday February 05 2005, @05:11AM
    • Re:SWG? by stonecypher (Score:2) Sunday February 06 2005, @02:51PM
  • Who is this guy? (Score:2, Informative)

    by hexi (716384) on Friday February 04 2005, @05:26PM (#11577391)
    Well the answer is here: http://mobygames.com/developer/sheet/view/develope rId=19434/
  • It takes patience... (Score:2, Insightful)

    by AsmCoder8088 (745645) * on Friday February 04 2005, @05:28PM (#11577407)
    No one, regardless of their enthusiam for games, can just sit down and start writing games after reading a single book. While this one may enlighten readers about general game design, it certainly will not provide them with all the knowledge they'll need to create the kind of games that Average Joe will want. To be a successful game programmer, to have to feel passionate about what you are doing. If you can read some books on C/C++, and then work your way up to becoming familiar with the Windows API set and then eventually on to DirectDraw or OpenGL, then perhaps you will be able to write a mediocre game. But it takes patience, and certainly a great deal of interest in the field itself.
  • Ralph Koster? No thanks. (Score:5, Informative)

    by psoriac (81188) on Friday February 04 2005, @05:35PM (#11577491)
    This is the man who many would argue ruined Ultima Online and then went on to helm the disaster that is Star Wars Galaxies. The same man who, on his personal website, proclaimed that when it comes to design, the player (customer) is wrong and should be ignored. Now he's releasing a book? I'll pass.
    • Yeah, I'll agree with your former points, that this man blows in practice as a designer. But as for the second point it may have some modicum (or more, I dare say) of validity.

      For the most part the public doesn't actually know what is good for them. Most people want what their familiar with, and cannot think of that which is novel. If I create a novel interface, I should disreguard it because it's not what people want, without exposure? How many of the unwashed do you know of who have any knowledge of game or interface design, ergonomics? Not many. Good, then leave it up to the experts.

      Ahem. Plato was right.
      [ Parent ]
  • by Tancred (3904) on Friday February 04 2005, @05:35PM (#11577493)
    If a game's pop culture importance is graphed on the horizontal axis and the artfulness of its execution is plotted on the vertical axis, then the total area shows how fun the game is.

    For instance, a Star Wars MMORPG may score average on the horizontal but poorly on the vertical due to lack of combat. A Family Guy game on the other hand, may score very high on the horizontal as well as high on the vertical due to a collector's edition version that comes with some of the same stuff the show's writers are on while writing, thereby revealing the game to be truly fun.
  • Raph Koster (Score:2)

    by pHatidic (163975) on Friday February 04 2005, @05:37PM (#11577516)
    (http://www.alexkrupp.com/)
    Back when Raph Koster was the lead of the UO live team he published an infamous list of rules for all MMORPG's. Koster is probably the smartest guy in the MMORPG world, so it's great that he finally wrote a book. My only gripe is that I feel like everyone has a book these days, and that you have to read their book first before you talk to them. Does anyone else feel this way?
    • Re:Raph Koster (Score:4, Interesting)

      by pHatidic (163975) on Friday February 04 2005, @05:44PM (#11577595)
      (http://www.alexkrupp.com/)
      Koster was also the first to realize the value of "elder games", i.e. the things that keep players into a game after they have already hit the max levels. These include things like collecting rare items (stamp collecting), player housing, guild warfare, becoming a counselor or seer (in UO a counselor is like a minor GM and a seer facilitated role playing, basically player GMs with some limited powers). Anyway I have heard claims from others that he ruined UO in the later years, but in the first couple years at least he was doing a great job. He also communicated very well with players and started the trend of fortnightly player chats with game devs in IRC which no other game to my knowledge has done before
      [ Parent ]
      • Re:Raph Koster by Surt (Score:2) Friday February 04 2005, @05:53PM
      • Re:Raph Koster by mynameisnotnick (Score:1) Saturday February 05 2005, @11:24AM
      • 1 reply beneath your current threshold.
    • Re:Raph Koster by hyphz (Score:2) Friday February 04 2005, @07:26PM
    • Re:Raph Koster by stonecypher (Score:2) Sunday February 06 2005, @03:07PM
  • As a gamer (Score:1)

    by Dj Stingray (178766) on Friday February 04 2005, @05:38PM (#11577521)
    I have come up with plenty of fun game ideas based on existing engines. What do I do with these ideas? Will they be impossible to sell?

    Bueller?
    • Re:As a gamer by FriedTurkey (Score:3) Friday February 04 2005, @06:55PM
  • Cheating == No Context (Score:5, Insightful)

    by adam31 (817930) <adam31&gmail,com> on Friday February 04 2005, @05:39PM (#11577540)

    "When a player cheats in a game, they are choosing a battlefield that is broader in context than the game itself."

    This is totally false. The context of the game is the restrictions that make the game challenging. How hard you have to work to acquire a certain weapon, how careful you have to be to conserve ammo... how many enemies you have to kill to get to level 20.

    Those challenges are really the only things separating 'playing a video game' from 'pressing buttons on a controller'. That's probably why whenever I've cheated in a game in the past, it's gotten really boring really fast. The value of the goal becomes diminished along with the challenge.

    I don't think is necessarily limited to gaming, either. I think it's built into human nature.

    • Re:Cheating == No Context by Jace of Fuse! (Score:3) Friday February 04 2005, @06:01PM
    • Re:Cheating == No Context by syukton (Score:3) Friday February 04 2005, @06:07PM
    • Re:Cheating == No Context by Viking Coder (Score:2) Friday February 04 2005, @06:23PM
    • Idiot Testing (Score:5, Interesting)

      by cirby (2599) on Friday February 04 2005, @07:07PM (#11578475)
      There's a bad habit among some game designers. They use friends and "nice" people to playtest their games.

      You have to include idiots and assholes in your test sequence. You need to have That Guy - the rules lawyer, the "I didn't mean to do that" fellow, the "I don't understand this" twit. And you need to build your system to shut them out when it's done. For MMORPGs, you need the sort who will get a medium-powered character and hunt down the newbies. You need a complete lunatic for driving games ("why can't I drive across the river here?"). You need a tactical asshole, who will camp on a resurrection point in a shootemup.

      (The idea of "idiot testing" was laid out quite nicely by Steve Jackson about 25 years ago, in "Game Design: Theory and Practice"). It was about board games, but the concept holds even more for online games.

      [ Parent ]
    • Re:Cheating == No Context by ChaosDiscord (Score:2) Saturday February 05 2005, @01:06AM
    • Re:Cheating == No Context by Illserve (Score:2) Saturday February 05 2005, @06:59AM
  • What makes a game fun (Score:5, Interesting)

    by Radres (776901) on Friday February 04 2005, @05:40PM (#11577550)
    I've done much thinking on the subject, and I contend that there are 4 main elements that lead to a game being fun:

    #1) Storyline. This is the most basic element; a computer game can be looked at as a form of interactive movie. However, storyline is not essential since games have elements that movies cannot provide. An example of a game the excels at storyline without the other elements is Star Wars: Knights of the Old Republic. It basically immerses the player in the Star Wars universe without requiring too much in the way of critical thought or reflexes.

    #2) Hand-eye coordination. At it's most basic level, a game requires the player to learn how to interact with the environment via some input device, whether it's a mouse, keyboard, joystick, or what have you. An example of a game that does this without the other elements is the original Space Invaders. Not much thought is needed to perform in that game, but learning how to press the fire button and move quickly is important.

    #3) Tactics. Forcing the player to make a decision that has both benefits and weaknesses. Forcing players to make real-time decisions in a fantasy world leads to a sense of immersion. It's hard to think of a game that is purely tactical-based, but for an example of what I'm talking about, let's look at Contra. The game takes the basic shooter hand-eye coordination premise that a game like Space Invaders has, and adds the requirement that the user be smart enough to figure out what weapon to use for a given scenario. There are of course better examples, but this particular example gives you the basics of how tactics can be used to enhance a game.

    #4) Strategy. Forcing the user to come up with an overall plan for how to do things. An example of a game that excels in this area is Civilization. Provoking critical thought from the user in order to solve a detailed problem (albeit a fictional one) involves the user on a higher level that can be appreciated. I find that the games with the most longevity tend to feature a lot of strategy.

    The most successful of games will combine all 4 of these elements. My favorite game is Starcraft, and it is clear to see how all of these elements are used. The storyline is okay, the hand-eye coordination required is immense, the tactics involved are complex, and the strategy level is great. Other games can be broken down similarly. For example, Counter-Strike has no storyline, but there's hand-eye coordination required for aiming the weapon, tactics for deciding what equipment to use, and strategy for deciding how to approach the level with your team.

    Think about it, and I bet you'll be hard-pressed to find another way to evaluate gameplay. I only wish there was a game review magazine that took these factors into account!
  • In 10 words or less... (Score:3, Interesting)

    by astebbin (836820) on Friday February 04 2005, @05:46PM (#11577622)
    Disregard the subject header, I'm letting my inner news columnist get the better of me.

    Many people play violent video games so that they can have fun and do things outside their normal realm of controlled behavior. This is fun for us because it is new and diferent than what we are used to doing as we go about our daily lives as citizens. For example, many respectable, middle aged men play GTA3 and love it, yet those same nice guys would never run over innocent bystanders like that in real life. Granted, the men in question probably wouldn't ever get the chance to drive something like the Rhyno tank anyway, but still...

    Besides, people are always easily entertained by novel and exciting games/inventions/concepts/OS's/pieces of hardware that are easily mistaken for a stick of gum (USB memory sticks and the iPod shuffle). Obvious excpetions include the Dreamcast, N-Gage, NeoGeo, and Virtual Boy.
  • Games and Violence (Score:1)

    by Jack Taylor (829836) on Friday February 04 2005, @05:48PM (#11577647)
    The meat of the book is here, in discussions about why gamers cast aside the ethical quandaries brought up by games like Grand Theft Auto (they're playing the game mechanics, not the fiction surrounding the mechanics)
    ...
    With parent groups growing ever more shrill at the release of morally ambiguous titles, Raph Koster's book is a refreshing read.


    Good. The more that respected people emphasise this, the better. There has been a frenzy going on in the last few years in the American media (and other countries, to an extent) about violence incited by games, films, and gangsta rap. If we make an effort to find out what really happens when we play games, we have a much better argument to show them they are wrong.
  • by Telastyn (206146) on Friday February 04 2005, @05:50PM (#11577668)
    From the overly serious cruft the reviewer describes in the intro? The review makes this book sound just like every other piece of junk about game design I've ever seen.

    Nothing about game design, too many stories without morals, and far far too many gimmicks rather than providing actual information/instruction.
  • by mfeldstein (119843) on Friday February 04 2005, @06:17PM (#11577988)
    (http://mfeldstein.com/)
    I recently blogged a short review [mfeldstein.com] of this book from the perspective of somebody in the online learning business. What's interesting to me is that Koster believes "fun" is an evolutionary adaptation to reward learning. Fun comes with mastery of skills, he suggests. So when you hear somebody say that a game is "better than sex," it's possible that there's more to it than a game geek whose memory of sex is somewhat...hazy.

    Also interesting is Koster's comparison of what games can teach versus what stories can teach. He believes that games teach abstract pattern recognition. You beat the game by grokking the pattern. The fact that the obstacles you have to eliminate happen to be human beings...well, games aren't so good at getting you to empathize. Stories do that much better (he claims).

    For a contrasting view, you might want to check out "Is Instructional Video Game an Oxymoron?" [nytimes.com] in this week's New York Times (registration required).
  • contradiction (Score:4, Funny)

    by glMatrixMode (631669) on Friday February 04 2005, @06:27PM (#11578091)
    A Theory of Fun

    you can't use these words together
  • From the author... (Score:1)

    by RaphKoster (603840) on Friday February 04 2005, @06:41PM (#11578230)
    (http://www.raphkoster.com/)
    Thanks for the review, Zonk!

    I wanted to point out that the book has a website, with a blog with extended commentary and the PDF presentation that originally led to the book. It can be found at http://www.theoryoffun.com.

    As regards some of the critiques about myself or my work posted... I've said before that I wrote this book as an effort to get back to basics.

    FWIW, though, a lot of people have incorrect impressions about what I did on what titles, and when I was on them and when not. :) I'm far from being perfect, but some of the comments credit me with stuff I didn't do, blame me for stuff I didn't do, don't credit me for stuff I did do, and don't blame me for some things that probably should be considered my fault. That's life, I suppose, but if anyone has questions on those fronts, I'd be happy to clarify them here.
  • by Shelrem (34273) on Friday February 04 2005, @06:50PM (#11578307)
    (http://www.people.virginia.edu/~bjc8r/)
    As someone who spends a great deal of his time in the scholarly study of videogames, i take an admittedly high-falootin' stance on all this.

    I have the same first impression of this book that i would of a book called "A Theory of Prettiness for Painting." Which is not to say that i think fun isn't important or desirable in games (i love Tetris, for instance), but i think the medium has potential for greater things, too. It doesn't help that i see this man's work as being very incremental. The same problems that he was working on in UO and SWG have been dealt with for years in MUDs.

    On the other hand, i think that this seems like a fairly accurate description of what actually goes on, and what he's working on. When Raph Koster describes the book as something he could give to non-industry types to describe what he does, i think that he probably hit the nail on the head. I just wish that people would see this more as the way it is, not the way it should be.

    I also see posting this on slashdot as similar to posting a review about "A Theory of Prettiness for Painting" on a message board for paint makers, but i know there are a lot of open minded, smart people on here, so hopefully we'll get some interesting discourse out of it.

    b.c
  • by SirBruce (679714) on Friday February 04 2005, @07:21PM (#11578611)
    (http://www.mmogchart.com/)
    For those interested, I also wrote a review for Amazon that was accepted recently. It's mostly positive, but includes criticisms as well.

    http://www.amazon.com/gp/product/customer-reviews/ 1932111972?_encoding=UTF8&customer-reviews.sort_by =-SubmissionDate&n=283155 [amazon.com]

    Bruce
  • WWIIOL Model (Score:2)

    by Mittermeyer (195358) on Friday February 04 2005, @07:40PM (#11578761)
    (http://logh.net/)
    I would say WWIIOL has a completely different model-

    * Play up to get rank (and maintain account so you keep access to all your toys),

    * Work within a large uberteam (Axis or Allies), each of which may have it's own tribes or clans (squads in WWIIOLspeak),

    * Beat the snot out of the other uberteam,

    * Players provide content as the 'puzzles' constantly change due to new equipment or new towns being included into the map, and different attack approaches mean even the same old towns are attacked in new ways from differing directions,

    * And if the game gets boring, you can switch to air, ground or sea equipment of another nation and work your way up there.
  • Yet another article about taking fun seriously, and trying to devise a grand unified theory of fun. I should start a pool on when someone conducts a game desgin study using a game with a single button that says "You Win" when clicked on as a control.

    Games are difficult to quantify, especially as they're being pulled in so many different directions. Some Professors of Fun want to laud the advent of interactive storytelling and such nonsense (glorified choose your own adventures at best). Just a few days ago we a different opinion on /. on how awesome sequals are, because they add bigger explosions and more outrageous design built upon the backs of predecessors and competitors. And there's plenty more out there telling us how awful commercial games from the standard venues lack innovation.

    If you can't figure it out, games are built on competition. All games have a kernel of this, whether overtly present or a computer simulation of such. Street Fighter was one of those early games that brought gaming to the masses. This was a game so popular it found its way into Burger King's in my neighborhood, a feat probably not achieved since Pong itself (another fine multiplayer game). The best games quickly recognize this, and abuse this property in Pavlovian fashion. Goldeneye probably pioneered the incredibly popular method of motivating players to complete and excel at single player campaigns with multiplayer unlockables. Before you consider how many great games have come and gone without a (good) multiplayer aspect, consider how much better they would have been if there HAD been one. Mario 64 is considered one of the best games ever on many metrics, yet even Nintendo was quick to add a multiplayer scenario that's main criticism is not being true to the rest of the game.

    Making games fun then boils down to making games fair. Balanced, if you will. It doesn't matter how well scripted the cutscenes are, or how deep the plot is. What matters is that the game is fair. This is difficult to discover without extensive testing. This is a great argument for open source games, which often are available to players long before the game reaches some sort of final version and undergo a significant number of tweaks and revisions to find a perfect balance.
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  • by iJames (846620) on Friday February 04 2005, @11:15PM (#11580173)
    (http://www.invisiblejames.com/)
    Here's another, slightly more criticial review from a blog specializing in game and narrative theories:
    http://grandtextauto.gatech.edu/2005/01/25/a-theor y-of-fun-reviewed/ [gatech.edu]
  • Some ideas and whining (Score:3, Interesting)

    by PromANJ (852419) on Saturday February 05 2005, @06:09AM (#11581490)
    (http://www.itchstudios.com/psg | Last Journal: Tuesday October 11 2005, @08:30PM)
    Sadly, most games today have such weak and inconsistant rulesets that they have too resort to invulnerable characters, impregnable forcefields and linear scripted setups.
    Bending the rules is one of the things I enjoy the most in games, but nowdays everything is too controlled in favour of storylines.
    It also seems to me that back in the day people/geeks made games because they wanted to and they had an idea, and nowdays it has to be 'safe' and they want to make money, so they make another WW2 shooter with some sneaker elements cuz that seem to be popular too.

    Here's some games I'm still wating for:
    • Exile was a little confusing and hard but it's just blew my mind. It's strange how a game that runs on a BBC micro with 16/32kb of mem can beat the crap out of ...something new and recent. When will I again see a game where I can just blow the door with a big pile of 'nades up instead of finding the key?
    • Paradroid? Great concept, it had the sneaker and LoS paranoia element, lots of replay value with the free roaming and different droids you could take over.
    • Lemmings. Is anyone else wondering why they aren't making a lemmings-like game with like... structural integrity and awesome physics?
    • Wrecking crew would be pretty neat with physics too wouldn't it?
    • SuperCars II? I want to buy missiles and armor again. I'm tired of running over symbols or driving in normal traffic.
    • Utopia K240... it was like Sim City and a RTS in one. Beats HomeWorld by a parsec if you ask me.
    • SimLife... imagine this with some new life algoritms and 3D morphing.
    • Star Control II! Imagine that with a dynamic realtime political universe with vast fleets of Umgah and Spathi or whatever going at it.
    • Metroid and Zelda never really had any sequels if you just look at how unlinear they were. There's no more walking into Dungeon 8 right from the start anymore. Sigh.
    • Blaster Master + Excite bike = my wet dream. It's so awesome to jump out with Jason and just swim or crawl around. Nowdays they don't accept characters smaller than 48 pixels even on GBA...
    • Stunt Car Racer felt so real! You were actually in that rollcage when you played that game.
    • Dogs of War was really unlinear, but it was balanced so it was just better to pick the easier missions from the start. I really like that kind of responsibility.
    • Elite. No elite... no, I don't want to play as "Slater - the ungrommed mercenary looking for his auntie's killer"... I want to play Elite... no, I don't want to play 'missions' where I shoot generic plasma balls on hoardes of pointless enemies... Just give me another Elite Dagnabbit!
    • Scorched tanks/earth, again, imagine what could be done with modern processors.

    Oh well, maybe I'm just old and nostalgic, but so are many others my age, so it should be a market, no?
  • by mentaldrano (674767) on Saturday February 05 2005, @06:16AM (#11581514)
    Every time someone comes in with a formula about how to make something better, some one with no actual expertise but a lot of power buys into it and from then on, you'd better follow the formula, even if your idea is unique enough to fall outside the boundary the formula takes into account.

    Everyone bitches about how much pop music sucks, but it sure sells well. Why? Because someone came up with a formula for predicting chart-toppers, and now you have to be really good to even be considered if your song scores poorly on the formula scale.

    Yes, a lot of video games suck, but at least there is no psuedo-objective "formula" for deciding a priori that a game will not sell well that publishers can use to reject games that may have otherwise been released even in small numbers. Self publishing is hard, even with the advantages of the internet. Imagine if the formula had predicted that "Yohoho Puzzle Pirates" would not sell. No publisher would have taken the risk on picking it up, even after the developers spent all that time popularizing it themselves.

    It has happened before, it will happen again.
  • From the Crow... (Score:1)

    by classzero (321541) on Saturday February 05 2005, @08:40AM (#11581995)
    (Last Journal: Tuesday December 17 2002, @03:30PM)
    "Greed is for amateurs. Disorder, chaos, anarchy: now that's fun!"
    ~Top Dollar~
  • by plover (150551) * on Friday February 04 2005, @05:22PM (#11577331)
    (http://slashdot.org/ | Last Journal: Friday November 16, @12:15AM)
    I know game playing is surely fun. You don't need a book to tell you so.

    -1, Wrong.

    Proof? Daikatana.

    Just because someone writes and/or sells a game doesn't mean it's going to be fun. Books like this need to exist, and will hopefully help alleged "games" like Daikatana from getting as far as they do.

    [ Parent ]
    • Re:What about game playing (Score:5, Insightful)

      by cirby (2599) on Friday February 04 2005, @05:37PM (#11577512)
      The problem is that too many people who try to design games get really, really serious about "doing it right" while ignoring playability. Having an "accurate" game or a fast-playing one isn't nearly as important as the replay urge. Look at the recent re-release of classic games (fer chrissake, they're putting out Atari 2600 systems again!).

      Playtesting is deeply important, and if your testers aren't finishing their sessions with a lot of "that's a lot of fun," you need to start again.

      Every game-design disaster I've seen has been easy to predict well in advance.

      [ Parent ]
  • Guaranteed fun! (Score:1)

    by Black Parrot (19622) on Friday February 04 2005, @05:58PM (#11577756)


    > Plug your game into this equation:

    f=ck

    [ Parent ]
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  • Re:Art != Craft (Score:2)

    by Shelrem (34273) on Friday February 04 2005, @07:09PM (#11578497)
    (http://www.people.virginia.edu/~bjc8r/)
    Speaking of oversimplifications and things he's wrong about:

    "...why gamers cast aside the ethical quandaries brought up by games like Grand Theft Auto (they're playing the game mechanics, not the fiction surrounding the mechanics)."

    I mean, this is somewhat true. There's definitely a distinction between the two, but to think that they're entirely seperable, and that the narrative elements don't matter at all is purely ridiculous. If what he says is true, then the only important differences between GTA3, GTA:VC, and GTA:SA would be the feature changes. While those may be big differences, it's ridiculous to claim that the Godfather 2 setting of GTA:VC has no bearing on play experience, or that people aren't interacting with the subject matter on some level. I think playing GTA:VC doesn't make people horribly violent for the same reason that watching the Godfather 2 doesn't make people horribly violent -- because there's no reason it should. Representations of violence and simulations of violence are not themselves violence.

    If you want to argue Media Effects, that's fine, but not the point i'm trying to make. The point i'm trying to make is that the fact that playing violent games does not mean the players are violent people does not necessarilly lead us to the conclusion that we ignore the "story" elements of violence in games.

    Would GTA sell as well if the story was nonsense?

    b.c
    [ Parent ]
  • Re:Puzzles? (Score:2)

    by drsquare (530038) on Friday February 04 2005, @07:26PM (#11578658)
    You missed the alternative steps:
    *Offer money to wife in return for sex.
    The wife agrees
    *Give money to wife
    *Fuck wife
    *Take money back from wife
    [ Parent ]
    • Re:Puzzles? by Chris Mattern (Score:2) Saturday February 05 2005, @12:13AM
  • Re:Art != Craft (Score:1)

    by kulakovich (580584) <slashdot.bonfireproductions@com> on Saturday February 05 2005, @01:45PM (#11583960)

    But there's an Arts and Crafts Museum... [morsemuseum.org]

    kulakovich, channeling Homer Simpson.
    [ Parent ]
  • I was not, in fact, the creator of EverQuest. Another factually incorrect tidbit in Slashdot comments (*gasp*, can it be?)...
    [ Parent ]
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