PDF Summary:A Theory of Fun for Game Design, by Raph Koster
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1-Page PDF Summary of A Theory of Fun for Game Design
Humans play a wide variety of games, from basketball and chess to video games and poker. Why are we so enthralled with these games, even when they don’t really have an impact on our lives outside the game?
Theory of Fun for Game Design, by veteran game designer Raph Koster (lead designer of Ultima Online), discusses why games are fun, what games teach their players, and ultimately how to make a meaningful game.
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- Spacial relationships— examining the environment
- In these games, you understand how the environment reacts to change, so that you can exercise power over it.
- This is true of Super Mario, chess, and sports games.
- Memory—recall and manage complex chains of information
- Counting cards in blackjack
- Visceral responses
- This includes shooting games, where you aim, shoot, and move in response to what’s on screen
- Teamwork
- This is true of games as wide-ranging from basketball to Counter-Strike.
These are universally helpful patterns to learn and have been helpful in evolutionary history. Consider how useful teamwork, memory, and social status were when humans were cavemen.
Many games we play today thus existed to train us to be better cavemen. But many skills we learn today are no longer immediately relevant, such as archery or running marathons.
The holy grail is a game that provides never-ending challenges, requires a wide range of skills to succeed, and has a difficulty curve that perfectly adjusts to your skill level over time. This is a lot like life.
Games Can Do More
We could use more games that teach relevant modern skills that might be counterintuitive and possibly against our nature.
For example, the game Simcity teaches large-scale network building and resource management, in ways that cavemen wouldn’t have needed to be concerned with.
The author suggests these counterintuitive behaviors that would be useful in the modern day:
- Avoiding xenophobia—empathizing with people not in our in-group
- Questioning obedience to leaders
- Resolving problems without the use of force
- Understanding complex relationships, such as how peace treaties affect oil prices
For games to be as venerated as other media, like literature and film, they need to provide us with insight into ourselves.
Consider the strategy game MULE, which is a multiplayer strategy game featuring economics. In this game, off-world colonists compete to be the richest. As a player, it’s possible to become the richest colonist, but the colony could still perish and so cause everyone to lose. The game therefore teaches the delicate interaction between individuals and society.
If games are to follow the pattern of history of how other media evolved, they’re certain to be taken seriously as art sometime in the future.
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