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The Art of Game Design Lens of Inherent Interest

  • "It'due south the best game design volume I take e'er read. Please read it."

    -- David Jaffe,
    director of God of State of war

  • "An important and valuable book."

    -- Ernest Adams,
    game designer

  • "If you're interested in game design, go it and read it."

    -- Steve Jackson, designer of
    GURPS and Munchkin

  • "A welcome addition to the libraries of both gamers and non-gamers alike."

    -- Australian Journal of Emerging Technologies and Society

  • I of "50 Books For Everyone In the Game Industry"

    -- EDGE Magazine

  • One of the "Five Books Y'all Should Read About Game Design."

    -- 1up.com

  • "Any your game design experience, information technology will appear simply correct for you. At times information technology's breathtaking."

    -- Dr. Richard Bartle, co-inventor of MUDdue south

  • "A convincing manifesto for why people do or don't have a good time in games."

    -- Game Informer

  • "Please do yourself a favor and pick up a re-create."

    -- Brenda Romero, game designer

  • "Y'all cannot perchance read information technology and not feel at least twice like your brain has been hit by lightning."

    -- Jessica Mulligan,
    online gaming legend

  • "The arcane mysteries of game design go poof with this delightful arroyo to the fundamentals of fun."

    -- Computer Games magazine

  • "Ane of the best books for our manufacture. I promise everyone adds it to their bookshelf."

    -- Scott Miller,
    co-founder of 3dRealms

  • " "

    -- Training Media Review

  • "Not bad sophistication yet without a trace of pretention or even an backlog of big words."

    -- Michael Feldstein,
    SUNY Learning Network

  • "[One of] my very favorite books of all time."

    -- George "The Fatty Man" Sanger, game audio legend

  • "Well worth reading. A great deal of thoughtfulness crammed into few pages."

    -- Lee Sheldon,
    writer and game designer

  • "A fantastic book. It has truly inspired me."

    -- Reid Kimball,
    designer, Ritual Entertainment

  • "If you have whatsoever involvement in game design, y'all should read this volume."

    -- f13.cyberspace

  • "Tackles the questions of fun and engagement in a fun and engaging style."

    -- Learning Circuits, American Guild for Training and Development

  • "The epilogue is practically a poem. I am going to try to get my parents to read this."

    -- Mike Hommel, Hamumu Software

  • "Highly recommended for anyone working in amusement today."

    -- Dan Arey, former artistic director at Naughty Dog

  • "This book is worth reading. You should go buy it and read it."

    -- Dave Sirlin,
    game designer

  • "Bright--non a game blueprint primer, but a meditation on what it is that makes them fun."

    -- Greg Costikyan,
    legendary game designer

  • "I call up I've handed out close to 15 copies of this book so far, including a copy to my mother."

    -- Paul Stephanouk,
    game designer at Zynga

  • "Anyone that wants to know what really makes a game fun needs to read this volume."

    -- Chris Melissinos, curator, The Art of Video Games

  • " "

    -- Midwest Volume Review

  • "Both intelligent and highly accessible."

    -- Steven Shaviro, professor at Wayne State Academy

  • "Thoughtful... a discussion of games as learning tools, art, and societal shapers."

    -- Slashdot.org

  • "A wide-ranging intellectual foray into what games hateful, both to individuals and club."

    -- BlogCritics.org

  • "...An important book. A manifesto for social responsibility and artistry in game design."

    -- Nonprofit Online News

  • "What Campbell and Vogler did to storytelling, Koster has done to play."

    -- GameDev.net

  • "Information technology'southward a book I sincerely believe everyone should accept read at to the lowest degree once in their lifetime."

    -- GameDev.internet

  • "I'll never expect at game pattern in quite the aforementioned way over again."

    -- Grimwell.com

  • "May not be the Bible of game pattern, but I would certainly include it in the Apocrypha."

    -- Alan Emrich, Art Found of California

  • "Information technology's my favorite piece of work on this subject field to appointment and I highly recommend information technology. "

    -- David Perry, game manufacture legend

  • "An instant classic, fascinating to anyone who has ever made a game--or played ane."

    -- Noah Falstein, industry legend

  • "A book about fun which is actually fun to read. It reminds me of Scott McCloud's Agreement Comics."

    -- Professor Henry Jenkins, USC

  • "Does for games what Agreement Comics did for sequential art."

    -- BoingBoing.internet

  • "An absolute classic on the theory of playing games."

    -- Tom Chatfield, author of Fun Inc

  • "Non-gamers: Purchase this for the gamer in your life. Gamers: Buy this for the non-gamer in your life."

    -- Cory Doctorow, author and activist

  • "Well-written, timely, passionate and scientifically informed."

    -- Prof. Edward Castronova, Indiana Academy

  • "Asks the important question near games: why are they fun, and what does that say about games and about united states?"

    -- Dirt Shirky, NYU

  • Nominated for the Front Line Award for best game industry book.

    -- Game Developer Magazine

  • Selected as ane of the top ten game books.

    -- Game Informer

  • "A fascinating and unique book that should exist required reading at the earth's many video game higher programs."

    -- Game Informer

  • "An fantabulous, even foundational, read."

    -- Learning Solutions Magazine

  • "A cleverly illustrated, easy-to-read book with lots of good ideas... well worth a quick read."

    -- math-mom.com

  • "A truly astonishing piece of work."

    -- Prof. John Artz, George Washington Academy

  • "A clear manifesto to bring more than art into our game designs."

    -- Yehuda Berlinger, board game designer

  • "A delightful read. This book fills the 'game apologist' niche in my bookshelf."

    -- Dan Cook, game designer

  • "A very fun book :D executed in a witty entertaining way."

    -- Michael Samyn of Tale of Tales

  • "Everyone involved in game design -- students, teachers, and professionals -- should read this."

    -- Ian Schreiber, co-writer of Challenges for Game Designers

  • "An incredibly relevant and enjoyable read. I highly recommend it."

    -- John Pile Jr, Asst Prof of Game Programming, Champlain College

  • "A must read for all game creators."

    -- Starr Long, game producer

  • "I of the key texts in video game design and criticism."

    -- The Indianapolis Star

  • "A must for anyone interested in the subject. Learned and accessible."

    -- Polygon

  • "A key games design text.. fascinating and informative."

    -- The Guardian

  • "A vision for games that challenged me intellectually."

    -- Stolendroids

  • "A must-read for anybody."

    -- Johannes Ippen, Wooga

  • "...it ultimately winds up somewhere both interesting and right."

    -- Emily Short, narrative game designer

  • Ane of the Pinnacle 5 Books Every Designer Should Read. "A delight to read."

    -- Fuse

Welcome!

An exploration of what fun is, and why games matter.

Widely considered a archetype.

Used in dozens of university-level programs on game design all effectually the world.

A go-to text for gamification, educators, trainers, and interaction designers.

Raph's new book: POSTMORTEMS

The outset book of a set up of collected essays, Postmortems is an inspiring historical await back at the development of virtual worlds and MMORPGs, including backside the scenes blueprint essays on MUDs, Ultima Online, Star Wars Galaxies, Privateer Online, Metaplace, My Vineyard, and more. Foreword past the legendary Lord British himself, Richard Garriott.

10th ceremony revised edition in total color!

For the 10th ceremony of the release of the original book, O'Reilly has published a fully revised edition. There are changes in almost every page, bringing the book up to engagement with the latest science and theory. And it'south now in glossy total color!

English 2nd edition from O'Reilly, Foreword by Will Wright

Japanese from O'Reilly, Foreword by Masaya Matsuura

Prc 2nd ed from Southeast Academy Press

Korean 2nd ed. from Banyangjangbon

Taiwan second ed. from GoTop

Russian 2d ed. from DMK Press

Nigh the author

Raph Koster is a veteran game designer who has been professionally credited in virtually every surface area of the game manufacture. He's been the lead designer and manager 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.

Koster is widely recognized as one of the world'due south top thinkers about game design, and is an in-demand speaker at conferences all over the world. In 2012, he was named an Online Game Legend at the Game Developers Briefing Online. Visit his weblog at www.raphkoster.com.

schoenheimershichal75.blogspot.com

Source: https://theoryoffun.com/