Archive for March, 2011

A Theory of Fun For Game Design (Book Review)

A Theory of Fun For Game Design

A Theory of Fun For Game Design

Have you ever wondered what makes games fun? Sure, you can talk about how you enjoy the challenge or the novelty, but what makes those things fun? What does “fun” mean, anyway? In A Theory of Fun For Game Design, Raph Koster tries to answer the fundamental question of how games work by defining “fun” itself. Though his background is in video games, he finds common ground with everything from sports to role-playing.

According to Koster, games appeal to us because our brain rewards us for learning new things. Games present a structured, learnable system, in effect providing us a lesson that can later be applied to our more complex reality. In fact, Koster takes this to its logical extreme, saying that games are part of the same medium as training drills and school. “Fun is just another word for learning”, and if we don’t normally perceive learning as fun, that is more a failure of school lessons than with the medium itself. After all, our brains are wired to want to learn.

It’s a compelling theory, as figuring out new challenges is a fundamental part of games and it explains why a game will not be fun for someone if it is too simple or too complex for them. Koster builds up this point with a breezy description of cognitive theory, throwing around terms like chunking and explaining levels of consciousness to quickly lay a foundation for the way he sees our relationship to games. This simple style is complemented by the cartoons that are found on every even page. They help the book fly by, partly because those pages read so quickly, and partly because they make it so easy for the reader to peak ahead and suddenly become committed to the next page. They also are effective at driving home Koster’s points; Whether it’s his game design experience or understanding of cognitive theory, he knows that using a second source to repeat a point to a reader will make it much easier to accept.

Continue reading

Webcomics Roundup: The Great Return

Achewood is backI didn’t start reading any new webcomics in February. For me, the biggest news was the promise of a return from two established comics that haven’t updated in a while: Achewood and Mugwhump the Great.

Achewood, of course, needs no introduction. For nearly a decade now, it’s been one of the best (if not the best) webcomics out there. The clean lines, strong characters, and the unpredictable plot directions make this a consistent treat. So why am I not that excited that it’s updating again?

Continue reading

The Appeal of Horror

A couple of days ago, Alicia commented on one of my blog posts. In response to my claim that Pump Six And Other Stories is a horror book because we can see ourselves and our culture in the worst parts of the stories, she said:

That’s a good point about horror. I feel like it should be distinguished from those horror *movies*, though, because this doesn’t sound anything like your typical “girl goes alone into a dark woods even though all signs point to dying screaming and crying” kind. The reason I don’t like those movies is because it all seems like gratuitous violence to me, silly or not, and I just don’t care to watch it.

I began a response by differentiating between a couple types of horror, but I immediately started finding new branches of things to say. So I never wrote the comment, and it spent a day bouncing around my head. Now I want to discuss exactly what the appeal of horror is.

I don’t watch very much horror, so I welcome feedback from anyone who is more immersed in its subtleties.

Continue reading