
Theory of Fun for Game Design

The brain doesn’t like to do more work than it has to. That’s why it chunks in the first place. That’s why we have the term “sensory overload,”* as an opposite to “sensory deprivation.”
Raph Koster • Theory of Fun for Game Design
As we age, we think that things are more serious and that we must leave frivolous things behind.
Raph Koster • Theory of Fun for Game Design
Boredom is the opposite of learning.
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
The brain notices a lot more than we think it does.
Raph Koster • Theory of Fun for Game Design
This is why tic-tac-toe ends up falling down — it’s exercise, but so limited we don’t need to spend much time on it.
Raph Koster • Theory of Fun for Game Design
The brain is actively hiding the real world from us.
Raph Koster • Theory of Fun for Game Design
The first level is what we call conscious thought. It’s logical and works on a basically mathematical level, assigning values and making lists.
Raph Koster • Theory of Fun for Game Design
Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. In other words, with games, learning is the drug.*