• Travel and speaking schedule

    Whew… I think I am going to be on the road a lot. Upcoming speaking engagements in chronological order:

    • CSSW Ludium 1, held at the new Center for the Study of Synthetic Worlds, at Indiana University. I’ll be one of the “Artisans” so this isn’t really a speaking engagement.
    • Web 2.0, in San Francisco. I believe I am on a panel.
    • Training Fall, in Long Beach. This one is directly related to the book, and is entitled “Why Games Matter.”
    • Austin Game Conference, in, duh, Austin. A couple of panels here.
    • Korea Games Conference in Seoul. I’ll be keynoting.
    • Online Games Summit, Paris. No website is up for this one yet, but it’s put together by the Informa folks with help from the IGDA. I’ll be a keynote at this one too.

    And I didn’t mention it, but I’ll be going to the Game Designers Workshop for the first time in years, since it’ll be in my backyard. But you can’t come unless you’re invited. 🙂

    The Internet is a small place. My wife, who plays Discworld MUD, has found someone to translate those Dutch reviews. So hopefully I’ll find out what they say sometime soon!

    Jessica Mulligan did a brief review in English, which makes my life much easier. It’s posted up on the press page now.

  • Computer Games mag reviews AToF

    I’ve spent three weeks mostly on the road–speaking at Microsoft Meltdown, off on vacation, then off at a company meeting. And the week since I got back has been pretty crazy-busy!

    Paraglyph Press, my publishers, and I have been talking about a follow-up to AToF. If we do what I am thinking about, it is going to be a large project. But it’d also be a lot of fun, I think.

    The book is about to go back to print with the few pesky factual errors in it fixed. I have copies of the Chinese edition in my hands, and hopefully I’ll hear more about the Japanese, Korean, and other international editions soon. In the meantime, it still seems to be popping up internationally. Anyone read Dutch? ‘Cause I found this mini-review:

    A Theory of Fun

    Dit boek is een leuk “weggevertje”. Het gaat over het begrip ‘Gameplay’ en waarom spellen eigenlijk leuk zijn om te spelen. Het laat duidelijk zien dat het een onderwerp is waar je met gemak een boek over kunt schrijven dat nog lekker weg leest ook.

    Machine translation seems to indicate that this is something somewhat nice.

    This review definitely is:

    Computer Games Online review

  • Scott Miller’s review

    I don’t know how I missed it, but Scott Miller of 3DRealms just posted a review on his blog, and it’s a good one. I’ve added it to the Press page.

    In the thread, I tossed in some notes to clarify the discussion:

    Wow, thanks for the kind words, Scott!

    A few notes on the discussion:

    David Freeman didn’t write the foreword to my book, Will Wright did (for the US edition–Masaya Matsuura of Parappa the Rapper is doing the Japanese foreword). I did blurb David’s book, however.

    Discussing novelty versus patterns versus puzzles versus learning is tricky without delving into the cognitive science that I spend the first couple of chapters on in the book (trust me, it’s not very dry despite being science!). A lot of people get hung up on the concept of “puzzle” thinking that I mean a literal puzzle such as a crossword, what you find in an adventure game, or even Tetris. From a cognitive point of view, humans tend to be pattern-matching machines. EVERYTHING around us is a “puzzle” in that sense–we’re attempting to match patterns to it and arrive at “chunks” or abstracted understandings of the sensory input we receive.

    Novelty matters because if something isn’t novel, we already have a chunk for it. We will, in fact, STOP SEEING the object, in a very literal sense–our eyes will literally feed our brain the assumption rather than the actual sensory input.

    Yes, rollercoasters can count, because they are providing a sensory experience that we must learn to interpret. Riding the same rollercoaster will eventually grow boring too, because we will have absorbed and chunked together the experience. This is why I tend to separate out visceral reactions, such as your stomach dropping out on the coaster, from “fun.” You can get a visceral reaction in circumstances where there is no fun, and vice versa. They are often paired, because managing our own body’s reactions is a tough cognitive puzzle indeed (which is why doing sports can often be fun).

    Pacing is tough, because everyone has their own chunk libraries, their own life experiences. It’s basically a given that there is no one correct pacing.

    Delight is my term for aesthetic appreciation. It seems to be more related to that moment when you successfully apply an existing chunk you have learned, rather than to learning. It’s still immensely valuable and important to design for (for one, it provides a sensation of mastery) but it really does get tiresome pretty quick.

    Lastly, a few folks have mentioned that it seems the book applies beyond games. It is in fact being used in educational fields, e-learning and professional training in particular, and has also attracted attention in areas such as graphic design. Since it is rooted in cognitive theory, a lot of it really is generically applicable. It may actually be more useful for showing to non-gamers to help them understand why you dig games, than it is to gamers. I leave it up to you, but please buy lots of copies. 😉

    Hey, I gotta work it, right? 😉 Come to think of it, Scott’s mention probably explains the spike in Amazon ranking and hits the website got over the last few days.

  • #1 bestseller! Sorta. Plus, China, IGDA

    The book will be available in China tomorrow, on sale at ChinaJoy, which is the Chinese
    equivalent of E3.

    Yesterday, I found that it was briefly the #1 selling game programming book on Amazon. Neat. Boy, it bounces up and down the charts a lot there. (It’s #7 today). I have proof though!

    The IGDA is holding some sort of raffle for a copy of the book; if you’re using a freebie account on the IGDA website, and you’re registered as a designer, and you upgrade to a full IGDA membership, you will be entered to win a copy of the book. You should join the IGDA anyway, so what are you waiting for?

  • Chinese edition is in press

    The Chinese edition is in press as we speak, and is supposed to hit the street in time for ChinaJoy next week. Alas, I won’t be there. I was supposed to be, but I’m not going this year after all–just too much traveling.

    However, I’m adding the introductions to the Chinese and Korean editions to the excerpt page so that readers in the rest of the world can read them. Also, you may have noticed that the cover to the Chinese edition now graces the front page of the AToF site. You can look at a giant version here if you like. Anyone who knows what my Chinese name translates to, let me know!

    I’ve started seeing some press coverage in China as well.

    Editions still to come: Japanese, Korean, and Italian. Once I know more about those, I will post about them as well.