Theory of Fun for Game Design






[PDF.lq04] Theory of Fun for Game Design
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 | #115253 in Books |  O'Reilly Media |  2013-12-02 | Original language:English | PDF # 1 |  9.25 x.55 x7.50l,1.35 | File type: PDF | 300 pages

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||5 of 5 people found the following review helpful.| A Bit of a Letdown|By Tony C|I didn't really feel like there was much of substance. The same items/examples were rehashed multiple times, but not in a way that made it a slow reveal or created a more profound understanding of that example in the context of what was being discussed. Quite frankly this was a quick read that had more nostalgia and self-justification for why making|About the Author|
|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 contri

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game.

Why do some games become boring quickly, while others remain fun for years? How do...



You can specify the type of files you want, for your gadget.Theory of Fun for Game Design   |  Raph Koster. Which are the reasons I like to read books. Great story by a great author.

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