theory of fun

  • A Theory of Fun is available again on Amazon

    This is a nice blog anniversary surprise!

    I don’t know for how long, or why (maybe the publisher stuff is sorted out? Maybe someone found a cache of them hidden under a mossy rock north of Pirate Cove) — but it’s claims 1-3 weeks shipping time, and it’s $17.24, and it’s not used copies. As you may or may not know, it’s been out of print since last October or so, and copies have been going for as high as $300.

    If you’ve been waiting, now might be the time to order it!

    Theory of Fun for Game Design @ Amazon

    BTW, if any current owners want to review it, it could use some fresh reviews…

  • Casual games aren’t exploiting the long tail

    Forbes.com has an interesting article on the casual games bubble bursting, that mentions that the portals aren’t really exploiting the long tail. They’ve trained their customers to grab games from one of three genres only, and cycle stuff off the top so rapidly that a game with a six month ramp to success (such as Peggle) need massive marketing pushes in order to be profitable.

    But the biggest problem facing casual game developers is the Web portals they depend on for the majority of their sales. Most developers provide their games to portals for free in exchange for the mass audience drawn in by a Big Fish Games or a PlayFirst. In exchange, portals receive a 30% to 40% cut of revenues. Since the casual game portals make the most cash off spikes in game sales, it behooves the portals to constantly feature new content. The best games are lucky to survive on a portal’s front page list for more than a month.

    It goes to show that it’s easy to make a shelf-based, hit-driven business even in a long-tail sort of environment. The article comments that this situation could be fixed if the portals ran more like Amazon or Netflix, marketing their back catalog much more aggressively instead of only grabbing the latest. On the other hand, this may be tricky for games, which are so heavily driven by neophilia: playing old games is a tough sell often, because as the Theory of Fun tells us, if you’ve moved on from a game, it is probably not fun for you anymore.

    In the long run, this isn’t good for the portals, as their smaller developers exit the market in search of more financially rewarding pastures. Social networks are mentioned — I think many of these developers are in for a shock as to how different an environment Facebook is from Big Fish.

  • Where to get A Theory of Fun

    Nowhere, that I know of. Occasionally you see it on half.com or from third-party sellers; sometimes, for over $200. (Of which I get nothing, of course).

    This comes up particularly now because Penny Arcade linked to the book today. But I probably get a couple of inquiries a week about it (thanks for your interest, Karl, Brady, John…).

    The good news is that I hope to have news on its renewed availability in the next few weeks.

  • ATOF in Game Informer’s top ten game books

    I got an email about this recently, but haven’t seen it myself. Apparently Game Informer picked the top ten books on gaming, and A Theory of Fun is on the list at #9. Perfect timing of course, given that it’s out of print and I get three inquiries a week on how to get ahold of a copy. Working on it…

    David Kushner, author of the excellent Masters of Doom (which I have the galleys of somewhere around here, and which came in at #1) managed to type in the full list. I’ll have to see if I can find a copy of the article.

    Edit: here’s the article.A Theory of Fun for Game Design by Raph Koster. In this book, Koster aims a bit higher than the normal historical analysis of the game industry. Instead, the former chief executive officer of Sony Online Entertainment aims to define just what terms like โ€œgameโ€ and โ€œfunโ€ actually mean. His answers are fascinating and a must-read for anyone concerned with the art of video games, but whatโ€™s more impressive is that Koster โ€“ an eccentric and highly skilled writer โ€“ actually manages to make this high-brow discussion accessible and, yes, even fun to read. Through an often hilarious mix of academic discussion, first-person anecdotes, and hand-drawn cartoons, Koster brings the reader closer to understanding what role games of all sorts play in human life and what we mean when we say something is โ€œfun.โ€ All in all, itโ€™s a fascinating and unique book that should be required reading at the worldโ€™s many video game college programs.

  • Social Fun

    Moroagh’s excellent blog continues to have thought-provoking pieces on game design. This time around it’s a great post on social fun, looking at an often neglected quadrant of Nicole Lazzaro’s four types of fun.

    Social and Family Gaming #3: Fun and being social ยซ Thoughts on Moroagh – MMORPGs and other distractions

    This is an important aspect of family gaming that doesnโ€™t fit the all to heavy if not pure challenge model of โ€œhard funโ€ alone. We play social games not just to gloat and be proud of the achievement of our beloved ones. We also play social games to socially interact, learn about each other, foster social skills, form bonds, explore others in a safe context of an artificial game environment, learn to cooperate, learn to give in, learn to support, learn to empathize, learn to see things from someone elseโ€™s perspective, learn to argue with grace, learn to be able to accept that multiple points of view are present, learn to cope with interpersonal frustrations, learn to unwind together. And of course learning to not gloat and be a graceful winner as much as a proud and respectful loser.

    A lot of social behaviors are about the ability to not win for the sake of someone else, to forgo competition for the sake of preserving a social bond, to seek activities that are cooperative rather than competitive.

    I couldn’t agree more; and yet, the picture is pretty tangled.

    Read More “Social Fun”