theory of fun

  • Theory of Fun ebook NOW OUT! 50% off!

    theoryoffunnewcoverIt’s out! And O’Reilly has a special deal:

    Save 50% on Game Design Ebooks & Videos – Dealsย –ย O’Reilly Media.

    For just this week, game design ebooks are half off, including the full-color 10th anniversary edition of A Theory of Fun for Game Design. Oh, and they’re DRM-free too.

    Use discount code WKGMDES. It’s only good until December 4, 2013 at 5:00am PT. And even though it’s only good for the ebook version, as it happens, the print version is supposed to hit Dec 5th, so there’s a nice symmetry there. ๐Ÿ™‚

    I got a sample copy of the paperback in hand too… glossy throughout, it’s really nice! I have trouble picturing the book in black and white now. You can pre-order it at the above links.

  • Pre-order Theory of Fun 10th Anniversary Revised Edition!


    Yup, it’s up on Amazon for pre-order!

    For those who don’t know, here’s what is different:

    • Full color throughout.
    • Revisions on virtually every page.
    • Revised punchlines for a lot of the cartoons.
    • Substantial revisions to the chapter on cognitive styles.
    • Expansion of the sections on non-fun reasons to play games.
    • Some additional discussion of narrative.
    • All the science brought up to date.
    • A huge amount of new endnotes, including expanding on many of the existing ones.
    • A new afterword.
    • A new vertical layout so it fits on your shelf better!

    Looks like they currently have it set to come out on November 22nd. The book is still in layout as we try to get everything to fit perfectly, and we have to fill in my current bio. But all in all, it looks awfully close!

    Pre-order Theory of Fun 2nd Edition here.

     

  • Theory of Fun status

    penguin-14-transI have finished revising all of the text in the book, and sent off the manuscript to O’Reilly, a few days ahead of deadline.

    How much has changed? Well, I would guess that half the pages in the book saw some sort of edit. That said, the shape of the book is largely unchanged. I got aย lot of feedback saying “don’t break it,” from people sending in revision suggestions.

    Big differences would include:

    • A big update to Chapter Six, “Different Fun for Different Folks.” There has been a lot of new science on brain differences between the sexes, and it points to both the fact that male and female brains are overall more similar than different — and yet there’s concrete evidence for some very real differences that could affect how we look at different games.
    • A lot of new science and references throughout. Some of the new material touches on Bernard Suits, deliberate practice, ludonarrative dissonance, etc. A lot of this material was not in existence at the time of the original book.
    • Clarification and updating on things like “what is a game,” “what about engaging with games in ways that aren’t fun?” and so on. A lot of this material was drawn from the Ten Years Later presentation.
    • 4000 new words in the endnotes (!). That is around an additional 50%, I think.
    • A new afterword.

    In the end, there will only be two new pages in the main text. I still have one new cartoon to draw — the other one is a diagram, I’m afraid.image3Because of the new afterword, I did need a new penguin as a chapter header, though. I sketched one out, an old penguin (he’s ten years older, after all), and then tried to get my Rapidograph pens to work. No dice, as you can see from the mess I made of my sheet of test paper. I am going to have to visit an art supply store for some cleaning solution.

    So I resorted to size-matching the Rapidograph nibs with Micron pens and inked him that way. It was supposed to just be a test inking, but he came out with some charm, so I decided to just scan the image and crop out all the spatter.

    There is still quite a lot of layout work to do, plus I am sure the editors will come back with suggested revisions. One thing we are still contemplating is how exactly the cartoons will change given that the book is moving to a new trim size, taller than it is wide. We may actually change the layout of many of the cartoon pages. The trim size change is because it will allow us to do color print-on-demand, which should help with the book’s availability. It currently still has to have manual print runs, which is getting to be more and more obsolete these days.

    We’re also still discussing how to handle the endnotes. One suggestion is to mark them out in the margins of the book somehow, perhaps with a little icon, rather than drowning the book in superscript footnotes everywhere.

  • Playing with “game”

    020780-rounded-glossy-black-icon-symbols-shapes-spinner4-sc36The world is full of systems. Often they exist below the threshold of what we perceive. It’s all a whirling clockwork of near-infinite complexity, from the tiny mysteries of quantum physics to the wonder of a single tree spanning miles, to the vastness of neurons that sit inside our relatively small skulls.

    These systems are dynamic. They move, they change. Had we only the right vantage point, we might be able to see how every gear, every electrical impulse, every vibrating superstring, all can be seen as a filigreed marvel of machinery, the insides of a grandfather clock.

    Is everything only this? That’s a question for philosophers and the religious. Many of these systems are of an order of complexity that we may be simply unable to comprehend. Our mental capacity is not so great, after all.

    So we arrive at heuristics, our good enough rules of thumb, for addressing these complexities. We can understand physics well enough to plant a robot on a distant planet, but we don’t understand physics. We can understand another person well enough to interact with them, but no one ever really knows anyone fully. We can read a novel — a vast profusion and entanglement of signs, story-worlds, mirror neurons, syllabic scansion, mythmaking, and metaphor — and take away some part of understanding, but likely never all.


    033465-rounded-glossy-black-icon-culture-holiday-valentines033460-rounded-glossy-black-icon-culture-holiday-tree11-sc44047441-rounded-glossy-black-icon-sports-hobbies-fishing-sc46
    Our means of coping with these systems is to simplify. We reduce great complexity down to signs. We classify and categorize and collate. We iconify, cartoon, sketch. When we stop to think about it, we know that all these simplifications are lies. But they are lies we use to live our daily lives, and so we carry on.

     

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  • Why are QTE’s so popular?

    Ah, the dread quick-time event. We may have to blameย Shenmue for its wide adoption, though of course something like Dragon’s Lair used the same mechanic. They’re everywhere. They are one of the simplest game mechanics there is. And I have done my share of bashing on them too.

    What is a QTE and why do big AAA tentpole titles love them? Well, the mechanic itself is “press a button within a very short time frame.” An incorrect press or failing to do it within the time limit results in a negative outcome. In other words, it’s basically whack a mole, or that game where you pull your hands away before they get slapped.

    This makes it a mechanic almost entirely based on reaction time, naturally timeboxed to a minimal duration. As such, it’s incredibly accessible (one button!) and minimally disruptive to whatever else is going on.

    • Tentpole titles need to be as mass market as they can get, so by having an extremely simple mechanic, they minimize barrier to entry to the game.
    • Heavily narrative games want mechanics that do not break the story flow, and provide as cinematic an experience as possible. The QTE is about as small as a mechanic gets, and requires next to zero conscious thought.

    Read More “Why are QTE’s so popular?”