You have to take a thing apart, though, to really understand what makes it tick. Dissecting fun has a feeling of unweaving the rainbow, as Keats puts it. I'm still fascinated, though, by trying to capture part of that potential and parcel it up to share with other people. Discovery, beautiful places, expression, friendship- the richness of the best of real life makes all games pale by comparison. I now feel the only infinite game is real life, in a way I didn't see then. I thought maybe it was possible to create an infinitely fun game, one that never gets old. Other people, though, have very different priorities.Īs a kid, I spent a lot of time trying to make up the perfect game. I like only a little bit of challenge (I play almost all games on the easiest mode available), am not particularly social, and actively dislike competition with other players. I personally favor beautiful scenes, exploration, artistic expression, and story in my games. Submission: The fun of of turning your brain off and doing effortless things. Narrative: The fun of experiencing a well-told story.Ĭhallenge: The fun of overcoming obstacles.įellowship: The fun of interacting with others and working together.ĭiscovery: The fun of exploring and uncovering things.Įxpression: The fun of leaving your personal mark on the world. Sensation: The fun of having your senses stimulated.įantasy: The fun of losing yourself in an imaginary world and being something you’re not. My favorite part of the book was about the categorization of fun. I read this book back then and just finished rereading it, now that I'm working on game design again. We were both programming the game and acting as game designers. Narrative: The fun of experiencing a well-to When I was at NYU, I worked on a few different video game projects. Fantasy: The fun of losing yourself in an imaginary world and being something you’re not. Here is a list: Sensation: The fun of having your senses stimulated. When I was at NYU, I worked on a few different video game projects. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.more Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.As pop culture, games are as important as film or television-but game design has yet to develop a theoretical framework or critical vocabulary. An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.As pop culture, games are as important as film or television-but game design has yet to develop a theoretical framework or critical vocabulary.
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