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
As we learn more patterns, more novelty is needed to make a game attractive.
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
It’s worth asking ourselves what skills are more commonly needed today. Games should be evolving towards teaching us those skills.
Raph Koster • Theory of Fun for Game Design
Based on my reading, the human brain is mostly a voracious consumer of patterns, a soft pudgy gray Pac-Man of concepts. Games are just exceptionally tasty patterns to eat up.
Raph Koster • Theory of Fun for Game Design
Practicing can keep a game fresh for a while, but in many cases we’ll say, “Eh, I get it, I don’t need to practice this task,” and we’ll move on.
Raph Koster • Theory of Fun for Game Design
The brain is hardwired for facial recognition,* just as it is hardwired for language, because faces are incredibly important to how human society works. The capability to see a face in a collection of cartoony lines, and interpret remarkably subtle emotions from it, is indicative of what the brain does best. Simply put, the brain is made to fill in
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the more rigidly constructed your game is, the more limited it will be.
Raph Koster • Theory of Fun for Game Design
Games that fail to exercise the brain become boring.