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Theory of Fun for Game Design

Raph Koster

$106.95   $90.79

Paperback

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English
OReilly & Associates
10 December 2013
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 boring

Discover how playing a game and learning are connected

Understand why making a game too hard--or too easy--is a mistake

Find out why games have to balance deprivation and overload, order and chaos, silence and noise

Explore why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks
By:  
Imprint:   OReilly & Associates
Country of Publication:   United States
Edition:   2nd
Dimensions:   Height: 235mm,  Width: 191mm,  Spine: 15mm
Weight:   544g
ISBN:   9781449363215
ISBN 10:   1449363210
Pages:   304
Publication Date:  
Audience:   General/trade ,  ELT Advanced
Format:   Paperback
Publisher's Status:   Unspecified

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. He has worked as a creative executive at Sony Online and Disney Playdom, and in 2012 was honored as an Online Game Legend at the Game Developers Conference Online.

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