Original Theory of Fun & Grammar of Gameplay talks reposted
The “Theory of Fun” website is down, caught between two webhosts, and has been for a while (with the book out of print, it hasn’t been a priority to sort out). But I keep getting requests for the materials that were hosted there and not here, so here they are.
- The PDF of the original AGC 2003 keynote and Serious Games Summit 2004 keynote, “A Theory of Fun.” This is the black and white cartoon one with the low-res, that turned into A Theory of Fun for Game Design, the book.
- The PDF of the GDC 2005 advanced design lecture “A Grammar of Gameplay,” which sort of kicked off the current wave of “game grammar” stuff. As you can see, Dan Cook’s diagrams are much prettier than mine. ๐ Just picture one of his atoms fitting inside one of the boxes I drew though.
- The PPT of the Training Fall 2005 keynote “Why Games Matter,” which is sort of rehashing ATOF for a non-game-developer audience.


w strip all semblance of score or feedback from it, but still track that stuff internally. What you have left is an activity wherein you shoot, but cannot tell if you hit; and if you hit, you cannot tell if you are doing better than other players.