
Theory of Fun for Game Design

As we learn more patterns, more novelty is needed to make a game attractive.
Raph Koster • Theory of Fun for Game Design
The definition of a good game is therefore “one that teaches everything it has to offer before the player stops playing.”
Raph Koster • Theory of Fun for Game Design
I don’t need a degree in automotive engineering to drive my car. I don’t even need to understand torque, wheels and how the brakes work. I don’t need to remember the ins and outs of the rules of grammar to speak grammatically in everyday conversation. I don’t need to know whether tic-tac-toe is NP-hard or NP-complete* to know that it’s a dumb game.
Raph Koster • Theory of Fun for Game Design
Boredom is the opposite of learning.
Raph Koster • Theory of Fun for Game Design
Classifying, collating, and exercising power over the contents of a space is one of the fundamental lessons of all kinds of gameplay.
Raph Koster • Theory of Fun for Game Design
Game theory is about how competitors make optimal choices, and it’s mostly used in politics and economics, where it is frequently proven wrong.
Raph Koster • Theory of Fun for Game Design
This is the part of the brain that packages things up and chunks them. This part of how we think isn’t something we can access directly — it doesn’t use words.
Raph Koster • Theory of Fun for Game Design
Thinking is, in fact, mostly memory, pattern-matching against past experiences.
Raph Koster • Theory of Fun for Game Design
feelings is at that moment of triumph when we learn something or master a task.