
Theory of Fun for Game Design

Fun comes from “richly interpretable” situations.
Raph Koster • Theory of Fun for Game Design
“gamification” which attempts to use the trappings of games (reward structures, points, etc.) to make people engage more with product offerings. Does it miss the point of games? It is often layered on top of systems that lack the rich interpretability of a good game. A reward structure alone does not a game make.
Raph Koster • Theory of Fun for Game Design
The brain is good at cutting out the irrelevant.
Raph Koster • Theory of Fun for Game Design
It’s the thing that builds approximations of reality.
Raph Koster • Theory of Fun for Game Design
Boredom is the opposite of learning.
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
Noise is any pattern we don’t understand.
Raph Koster • Theory of Fun for Game Design
Fun is just another word for learning.* Games teach you how aspects of reality work, how to understand yourself, how to understand the actions of others, and how to imagine.
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.