معرفی کتاب «A Theory Of Fun For Game Design» نوشتهٔ Raph Koster، منتشرشده توسط نشر "O'Reilly Media در سال 2004. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Authored by Raph Koster, Chief Creative Officer of Sony Online Entertainment, this brilliantly illustrated book is a storyboard filled with inspirational ideas for all designers. As Will Wright (co-creator of SimCity 2000 and SimCopter) states in his foreword, "Raph forages across wide intellectual landscapes and then returns to share what he’s discovered with the rest of us.... He has filtered out a treasure trove of useful and relevant nuggets from a career’s worth of his own research." A Theory of Fun for Game Design features a novel way of showing interactive designers how to improve their designs to incorporate the highest degree of fun. This book will truly inspire and challenge game designers, as well as artists and designers from all segments of the industry. The unique format of A Theory of Fun, with engaging text and thought-provoking illustrations, will ensure that this book becomes a classic text for designers. Already endorsed by major players in the gaming world – such as BoingBoing, Noah Falstein, and Henry Jenkins of MIT – A Theory of Fun covers such essential topics as: • Why some games are fun and others boring • Why making a game too hard—or too easy—is a mistake • Why games have to balance deprivation and overload, order and chaos, silence and noise • The difference between designing content and creating an experience • Why both adults and children like to play games • How playing a game and learning are connected • The ethics of entertainment 001.jpg......Page 1 002.JPG......Page 2 003.jpg......Page 3 004.jpg......Page 4 005.jpg......Page 5 006.jpg......Page 6 007.jpg......Page 7 008.jpg......Page 8 009.jpg......Page 9 010.jpg......Page 10 011.jpg......Page 11 012.jpg......Page 12 013.jpg......Page 13 014.jpg......Page 14 015.jpg......Page 15 016.jpg......Page 16 017.jpg......Page 17 018.jpg......Page 18 019.jpg......Page 19 020.jpg......Page 20 021.jpg......Page 21 022.jpg......Page 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A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels—as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers. At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry. It's about - What fun is - Why some games are fun and some games are boring - How different people respond to different kinds of fun - What makes a game fun or not - How games fit into the wider human culture - Whether games can be art - What degree of social responsibility game makers need to have - How games can develop At its core, though, it is about why games matter. "If you are interested in game structure and design you'll really enjoy how A Theory of Fun works on two levels - as a quick inspiration guide for game designers, and as a thought-provoking discussion on how we learn, why we play games, and how learning and playing are connected."--Jacket Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.