
Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. He's been the lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies; and he's contributed writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player titles for handheld consoles. Koster is widely recognized as one of the world's top thinkers about game design, and is an in-demand speaker at conferences all over the world. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Visit his blog at www.raphkoster.com.
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 boringDiscover how playing a game and learning are connectedUnderstand why making a game too hard--or too easy--is a mistakeFind out why games have to balance deprivation and overload, order and chaos, silence and noiseExplore why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks
Few game designers have shared as many lessons learned as Raph Koster. In a quarter-century of writings and talks, he has offered up game design lessons, online community theories, and candid self-evaluation.This first volume of a three-book set of selected essays collects previously written postmortems and many brand new pieces. They are accompanied by historical material such as posts written for players, chat logs, speeches, design sketches, and more. The result is an inspiring historical look back at the development of virtual worlds.These are the stories behind Ultima Online and Star Wars Galaxies, the story of the early art game Andean Bird and the story of the ambitious project Metaplace that aimed to build the Metaverse, "A Story About a Tree," the classic piece from MUD days about whether our online bonds are real."The Ultima Online Resource System," a detailed design breakdown of the pioneering world simulation."A Jedi Saga," the popular tale of how an impossible design dilemma broke a world."Influences," a challenge to the game development community to pursue art.
Starting in 2005, game designer Raph Koster decided to post a poem to his popular blog every Sunday. Ten years later, this is a selection of eighty of those poems, accompanied by gorgeous pen-and-ink illustrations and illuminating endnotes.These are verses written to an audience that didn’t necessarily care about poetry; verses about whatever was happening that week. They comment on the news, on his children’s homework, on books he was reading or music he heard. In them we voyage across the world, or deep inside apples; we see a toddler become a pterodactyl, and clouds become mundane water vapor. We see sonnets written in computer code.These are poems for everyday people about ordinary things made extraordinary.In these engaging poems, which tease the conventions of formal verse, Raph Koster shines a curiosity laser on topics ranging from the building of the Globe Theatre to the BASIC programming language. Koster memorializes far-flung journeys through such locales as mountainous Afghanistan, exurban China, Las Vegas casinos, and a very real-seeming Seoni jungle visited not IRL but through Kipling and gaming. —Tarin Towers, author of Sorry, We’re Close On a stormy night in Tuscaloosa, reading Raph Koster’s collection of I congratulate you on the sustained and sustaining enthusiasm, joy, play, and wit at work in these poems. In your poems – as in the gaming world – you’ve created a richly varied world saturated with myth and stories. —Hank Lazer, poet, author of The New Spirit and N18 (complete)
Raph Koster's "A Theory of Fun" book was hailed by critics and reviewers as "An instant classic," "The best game design book I have ever read," and "One of the best books for our industry." Following on the success of this classic book on game design, Koster now introduces readers to a new way at looking at game design in A Grammar of Gameplay. This highly creative and stimulating book uses the author's unique illustrations and commentary to help the reader develop a working "grammar" to understand how games are designed, how they communicate, how they model reality, and how they stimulate and challenge players. Anyone from game designers to game players will want to read this book for a greater understanding of how games work, while those interested in the theory and concepts will once again find extensive end notes designed to help them do deeper research.Just as with A Theory of Fun, this book's unique approach of providing a highly visual storyboard combined with a narrative on the art and practice of designing successful games is sure to be a hit with game and interactive designers. Some of the important concepts presented in the book include using game design patterns, understanding games as models, creating a language to dissect and communicate design ideas, maximizing the use of art styles, color, storytelling, and music to create dynamic interactive environments, and much more. This unique visual guide will stimulate anyone who is interested in game design to look at game design in an entirely new way.
La presente edición, que conmemora el 10.º aniversario de este libro clásico, ahora a todo color, hace un recorrido por las influencias que modelan los videojuegos mo dernos y examina los elementos que tienen en común con los juegos tradicionales, entre ellos las damas. En el punto culminante de este recorrido, el avezado diseñador de videojuegos Raph Koster analiza a fondo el concepto de "diversión" y por qué es el elemento más vital de cualquier juego.¿Por qué algunos juegos se vuelven aburridos en poco tiempo mientras que otros siguen siendo divertidos durante muchos años? ¿De qué forma los juegos sirven como una herramienta fundamental y muy poderosa para aprender? Tanto si eres un desarrollador de juegos como si eres un gamer comprometido o un observador curioso, esta edición ilustrada y completamente actualizada te ayudará a entender cuáles son los motores de esta gran fuerza cultural y te inspirará para explorar el mundo de los juegos tan a fondo como desees.
by Raph Koster
Pub 2014-09-01 279 Chinese. English Happy Game Design Theory (2nd edition 10th anniversary commemorative edition copy version) Southeast University Press will lead you to understand the impact of modern video games force and view them with the kind of traditional games such as checkers in common between. The key to this discovery is that the senior game designer RaphKoster elaborated on why the essence of happiness and it is the core of any game interesting. Why do some games will soon be boring. while others can remain for many years the attractiveness of the game? How to become the basis for the game yet powerful learning tool? Whether you are a game developer. avid gamer or a curious onlooker. this fully updated edition illustrated book will help you understand what is driving such a mainstream cultural forces and inspire you more ideas ....