Skip to Content
Theory of Fun for Game Design, 2nd Edition
book

Theory of Fun for Game Design, 2nd Edition

by Raph Koster
November 2013
Beginner
300 pages
5h 43m
English
O'Reilly Media, Inc.
Content preview from Theory of Fun for Game Design, 2nd Edition

Chapter 8. The Problem with People

image with no caption

The holy grail of game system design is to make a game where the challenges are never ending, the skills required are varied, and the difficulty curve is perfect and adjusts itself to exactly our skill level. Someone did this already, though, and it’s not always fun. It’s called “life.” Maybe you’ve played it.

Designers often feel proudest of designing good abstract systems that have deep self-generating challenges—games like chess, go,* and Othello, and so on. Designing rule sets and making all the content is hard! That hasn’t stopped us from trying all sorts of tactics to make games self-refreshing:

  • “Emergent behavior” is a common buzzword.* The goal is new patterns that emerge spontaneously out of the rules, allowing the player to do things that the designer did not foresee. (Players do things designers don’t expect all the time, but we don’t like to talk about it.) Emergence has proven a tough nut to crack in game design; it usually makes games easier, often by generating loopholes and exploits.

  • We also hear a lot about storytelling. It’s easier to construct a story with multiple possible interpretations than it is to construct a game with the same characteristics. However, most games melded with stories tend to be Frankenstein monsters. Players tend to either skip the story or skip the game. Balancing the two so that they reinforce each other is ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

The Art of Game Design, 2nd Edition

The Art of Game Design, 2nd Edition

Jesse Schell

Publisher Resources

ISBN: 9781449363208Errata Page