Bloggar mina anteckningar från Raph Kosters ”A theory of fun for game design” (Amazon, Adlibris, Bokus). En del här är raka citat, andra bara lösryckta ord.
Work/play - not that different. (s. 10)
Definitioner: (s. 12)
- Callois - ’activity which is… voluntary… uncertain, unproductive, governed by rules, makebelieve’
- Huizinga - ’free activity… outside ”ordinary” life’
- Juul - ’A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, and the consequences of the activity are optional and negotiable.’
exist in a world of their own… choices… rules… conflict… iconic depiction of patterns in the world (s. 34)
how our brains visualize things [rather than how] reality is actually formed (s. 34)
concentrated chunks, ready for out brains to chew on; abstract and iconic, so readily absorbed; formal systems, so no superfluous, distracting details. -> powerful learning tools (s. 36)
distinction toys/games, play/sport – useful for game designers, but fundamentally the same for others – goals, make-believe (s. 36)
games are disposable, you will eventually grok each of them (s. 38)
the more formally constructed your game is, the more limited it will be (s. 38)
To make games more long-lasting, they need to integrate more variables (and less predictable ones) such as human psychology, physics… (s. 38)
In other words, with games, learning is the drug. (s. 40)
Games grow borning when they fail to unfold new niceties in the puzzles they present (s. 42)
The definition of a good game is therefore ”one that teaches everything it has to offer before the player stops playing”. (s. 46)
Fun is just another word for learning. (s. 46)
The question is, what do they teach? (s. 46)
Games almost always teach us tools for being the top monkey. (s. 52)
Most games repeatedly throw evolving spaces at you so that you can explore the recurrence of symbols within them. (s. 56)
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