By Raph Koster
Author note: Will Wright (Foreword by way of)
Publish yr note: First released November 1st 2004 through Paraglyph Press
Now in complete colour, the 10th anniversary edition of this vintage e-book takes you deep into the impacts that underlie sleek games, and examines the weather they proportion with conventional video games equivalent to checkers. on the center of his exploration, veteran video game dressmaker Raph Koster takes an in depth examine the concept that of enjoyable and why it's the main very important aspect in any game.
Why perform a little video games turn into uninteresting fast, whereas others stay enjoyable for years? How do video games function primary and robust studying instruments? even if you're a video game developer, committed gamer, or curious observer, this illustrated, totally up-to-date version is helping what drives this significant cultural strength, and conjures up you to take it further.
You'll realize that:
• video games play into our innate skill to hunt styles and resolve puzzles
• such a lot profitable video games are outfitted upon an analogous elements
• somewhat extra ladies than men now play games
• Many video games nonetheless train primitive survival skills
• Fictional dressing for contemporary video games is extra built than the conceptual elements
• really artistic designers seldom use different video games for inspiration
• video games are starting to evolve past their prehistoric origins
Ten years later retrospective (229):
Much of the hot fabric during this presentation has been integrated into this, the revised 10th anniversary version. even though, there are a number of digressions. if you happen to care to learn it, you will find the slides right here: http://www.raphkoster.com/gaming/gdco12/Koster_Raph_ Theory_Fun_10.pdf and real video of the debate right here: http://www.gdcvault.com/ play/1016632/A-Theory-of-Fun-10.
From final web page inside this edition
Read or Download A Theory of Fun for Game Design (2nd Edition) (10th Anniversary Edition) PDF
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Extra resources for A Theory of Fun for Game Design (2nd Edition) (10th Anniversary Edition)
Some monsters will turn you to stone instantaneously. And if your entire party becomes petrified, it’s game over. Status Ailments During Battle Condition Description DUR ATION CURE KO Unable to perform any actions Until end of battle for mortals, two rounds for immortals Angel’s Plume Critical HP When low on HP, all actions occur faster than normal R andom Healing Medicine Frostbite Changes to Freeze status if any freezing attack is sustained Permanent until cured or changed to Freeze (or end of battle) Blazing Ruby or Cure-All Sleep Unable to perform any actions R andom Mint Powder or Cure-All Poison Take damage after every turn Permanent until cured (or end of battle) Antidote or Cure-All Par alyze Causes any action that is queued to be cancelled R andom Anti-Par alysis Herb or Cure-All Seal Disables the Spell command; it is impossible to use magic until Seal is removed R andom Seal Clear or Cure-All Kelolon Attack damage and HP recovery reduced to 1; critical-hit damage increased R andom Kelo-Vitamin or Cure-All Toxin Take damage after every turn; if afflicted with both Toxin and Poison, the Toxin effect takes priority Permanent until cured (or end of battle) Antidote or Cure-All Virus Take damage after every turn; stacks with Poison/Toxin Permanent until cured (or end of battle) Antidote or Cure-All Blind Reduces Accur acy, Evade, and chance of critical hits R andom Eye Drops or Cure-All Dizziness Unable to select target for normal attacks, skills, items, or magic R andom Smelling Salts or Cure-All Terror Unable to perform any actions R andom Br ave Fruit or Cure-All Darkness Causes a r andom status ailment after every turn R andom White Flame Rock or Cure-All Petrify Unable to perform any actions Either immediate or after two turns Stone Beast’s Thorn or Cure-All Curse Causes a r andom status ailment Permanent until cured (or end of battle) Cure-All Formation Par alysis Cannot change formation in battle Permanent until cured (or end of battle) Bind Healer or Cure-All 31 CHAR ACTERS GAME BASICS WALKTHROUGH BONUS FEATS APPENDICES MONSTER TYPES AND ELEMENTS As diverse as your combat repertoire is, the monsters you’ll face are even more varied.
However, there may be deadlier things than K aim to hit this battlefield. . 1 The Might of an Immortal There are two phases to Lost Odyssey’s opening battle. In the first, Kaim is surrounded by an army of soldiers who are too weak to break through his defenses. You can pick any target you like, and there’s no need to worry about defending or using items. But when the soldiers realize just how screwed they are, they’ll call in a Heavy Tank that is more than capable of pounding Kaim into a pool of blood, bone chips, and dangling forelocks.
Healing Medicine B. Mana Herb to Hypocenter When Kaim attacks with a ring equipped, a white circle will appear, and if you hold down the right trigger and release it just as the circle aligns with the target reticule on the foe, you’ll activate the ring’s ability (in this case, dealing additional damage). The Insane Khent Soldiers that wander the Highlands offer a good opportunity to practice your timing, but the results don’t matter much; even if you fail to activate your ring, you should deal more than enough damage to kill them with a single hit.