| Keith Burgun |
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Firstly, I've read Raph's book, and while I don't agree with a lot of it, it is certainly a good read and I do recommend it to others as a good starting place.
One thing I have learned since reading his book, in a few interactions I've had with him, is that he's a sincere person really working towards understanding these systems in a useful way. If he were to put out another book on the topic, I'd certainly be picking it up. Obviously, one of the big bones of contention I have is with his definition of the word "game", especially with respect to the field of "game design". If "Game design" is merely "system design", then what can we actually say about it, beyond technical stuff such as programming advice? We will never move forward until we understand that there are underlying forms inside of what we currently call "games". We have to find out what those forms are, identify their essential properties, and from there we can begin the process of building functional theory. |
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| Michael Baker |
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I have found no other books or design methodologies so widely applicable to the practice of game development as this one - particularly when prototyping or building a game from scratch. It is my text book of choice for the game design classes i run for a Bachelor's program in the US.
Regardless of the word we choose to assign (games, systems, interactive applications, ...). When my students embrace the idea that games teach and that players (users?) must be able to recognize the underlying patterns in order to meaningfully manipulate the system, their projects immediately improve and they feel a bit more like designers and a bit less like players. They also learn that this process does not automagically inject "art" or "content" into their creations, and that a playable interactive application containing shapes and colors does not by-default produce a compelling experience. There is indeed much useful definition yet to be discovered, theorized, and proven; but Koster has, in my opinion, advanced the practice in a useful way. |
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| Michael Joseph |
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RE: "If you've ever seen a kid first learn how to walk, the look of joy on that toddler's face: It's fun. They're playing a game," suggests Koster.
Is the implication here that after mastery a game loses it's fun factor and folks will get burnt out or bored with certain genres after a time? With the average age of the population getting higher, maybe there will soon come a time when typical 3d action games and shooters become too small a market? RE: "We have the power, and that means we have to be responsibly... we actually get to engage in direct mind-control," Koster suggests. I'm glad to see Mr. Koster acknowledging this. "Mind-control" may be a bit over the top but if a creator is able to do things such as introduce or reinforce stereotypes, influence user purchasing behavior or other behavior outside of the game, or hypnotize users into a state of mindless grinding, then that is at least mind shaping. This is why integrity and honesty on the part of the developer matters. Media makers may shirk this responsibility but first they must at least be aware that it exists before they can decide on a path. Are games a system? What is fun? Do these questions really matter? If games are a system then everything is a system and that revelation is saying nothing. How does this tell me what systems I should be making? Seems to me that particular question only leads back to a discussion about mechanics which is where we have always been. Knowing what fun is in terms of chemical processes or states within the brain can not help you to be a better designer. If it's all just "learning" then again, beyond the realization itself, it yields no practical knowledge. What I think does matter is what is the design philosophy of the creator. Do they care about what their games say or whether they say anything at all? Do they put the player first or monetization? Do they respect their users? Are they innovating and taking risks or are they cloning and suffering from sequelitis. This is where Mr. Koster's "mechanical" theory falls short. He puts himself in the impossible position of trying to formulate those things which ultimately cannot be fully understood. The day they are fully understood is the day we've created an artificial human being. People have been trying to place the arts & humanities in with the sciences for a long time and they still haven't succeeded. We can produce crude models of human behavior and psychology and we can recognize certain attributes in good art, but we cannot formulate them. What is the hope and purpose of formulating game design? What is the hope and purpose of formulating art? Are we talking about creating "perfection?" That sounds like madness. So what are we trying to accomplish there? Trying to reduce these things to cold mechanical formulations is equivalent to trying to reduce human beings to cold and mechanical formulations. These sorts of generalizations are inherently dehumanizing. The purposes for even wanting to do so don't seem good. FormAlization yes. FormUlation no. |
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| Raph Koster |
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I have posted up the slides for the talk, which may answer some of the comments above.
http://www.raphkoster.com/2012/10/10/gdconline-a-theory-of-fun-10-years-later/ |
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| Joey Green |
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Raph,
Your book is great. Inspired me to learn more about cognitive science and how it can apply to game design. I would love for a sequel to this book. |
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