Writing

Stuff that I have written.

Oddest review ever

 Posted by (Visited 5645 times)  Game talk, Writing
Feb 102005
 

Oddest review ever. Alan Sondheim on Usenet posted a lengthy set of book reviews, all interrupted by quotes from the police scanner he was listening to at the time:

A Theory of Fun for Game Design, Raph Koster, Paraglyph, 2005. What can I say? This is exactly it. I don’t have any units available for this job. Supposed to be a private house. One item. Dispute. Call for help Greene Avenue. This book reminds me of the late Wittgenstein, deceptively simple, concerned with the habitus of game-play, expectation suites (my term), player/human concerns within and without the game-world, and so forth. I’ll be using this for my own virtual work this summer; I recommend it as a way of clarifying intent, structure, and phenomenology of one’s work. There is text only on the left-hand page, illustration on the right, but the cost is relatively cheap at $23. Armed man. “Even if players can see through fiction, the art of the game includes that fiction.”

Slashdot review is up

 Posted by (Visited 5346 times)  Game talk, Writing
Feb 092005
 

More reviews have popped up. Slashdot posted theirs, accompanied by the usual Slashdot comment thread full of vituperation. 🙂

With the endless rehashing of game and design concepts currently in circulation and parent groups growing ever more shrill at the release of morally ambiguous titles, Raph Koster’s book is a refreshing read. The book is an unpretentious examination of what it is that makes a game a game. He steps beyond the dehumanizing aspects of game mechanics to look at games and their designers in a broader societal context. If for no other reason that that, Theory of Fun is worth a look to read the opinion of someone who gives a damn.

The Slashdot review resulted in a big spike in sales on Amazon.com, and the book landed at #2 in the Game Development charts. Unexpected and pleasing, of course.

Another interesting take, which raps me for overemphasizing cognitive science, is the one by
Steven Shaviro:

I feel I learned a lot from Theory of Fun in Game Design; Koster provoked me to think a lot more than most academic books tend to do. (I hope that doesn’t seem like too backhanded a compliment). It’s only against this background of general enthusiastic approval that I will note what seems to me to be the book’s major limitation. That is its overall assumptions based on cognitive psychology…

Lastly, a brief five-star review from the Midwest Book Review.

I spent Monday up at USC, invited there by Amy Jo Kim, who with Tracy Fullerton is teaching a class there on multiplayer game design. It was refreshing to be in front of students again–it’s been a long time–and I very much enjoyed it. I can easily see myself going back to teaching again someday, if I can just get out of having to grade papers…

Over the top? Nahhh…

 Posted by (Visited 6630 times)  Game talk, Writing
Feb 012005
 

The GameDev.Net review is up now!

A number of media have their “bibles”. These are the books and references that practically define how that medium works.

…It’s a book I sincerely believe _everyone_ should have read at least once in their lifetime. It’s that important.

…what Campbell and Vogler did to storytelling, Koster has done to _play_. This is a seriously important work. It’s a pop-science book that makes use of the very theory it espouses. And it works. It works exceptionally well. By the time you’ve read through it, so many pieces of the game design puzzle will have clicked together in your head that you’ll sit there wondering how someone could get so much knowledge across in such an easily swallowed pill.

…This book is history in the making. It will be referred to in seminal books whose authors have not yet even been born.

OK, so it might be a little over the top. 🙂 But hey, I’ll take it!

More reviews

 Posted by (Visited 6538 times)  Game talk, Writing
Jan 312005
 

More reviews and commentary have popped up!

Michael Feldstein has some very positive things to say:

…one of the best work-related books I’ve read in quite some time. It is also one of the strangest. Written in a simple, plain-spoken style with relatively few words on a page and an illustration on every facing page, printed in a shape that is wider than it is tall, the book feels very much like a children’s book. But don’t be fooled. The level of sophistication, both in the narrative construction and in the content itself, is impressive. The result is that you can plow through this book very quickly and yet absorb some very rich and subtle concepts.

The forums at IndieGamer have also been discussing it, though as do many other sites, they veer into talking about Star Wars Galaxies instead… *sigh*

Over at Wallo World, a blogger uses the book to poke at the recent case where a school decided not to sponsor a Halo 2 tournament. He’s also got a more detailed review of the book up:

This entertaining and innovative book is ostensibly for game designers. Personally, I think it is more than that: it’s a primer for anyone interested in games, both for how they work and what we think of them. Written by Raph Koster, the chief creative officer for Sony Online Entertainment, it isn’t an artificial or inflated study in how to build a particular kind of game. Instead, it is a wide-ranging intellectual foray into what games mean, both to individuals and society, and how they operate on a host of different levels…

Koster clearly wants to reach a point where games are recognized as a form of artistic expression, and he is trying to articulate a worthwhile conceptual framework to explore what games really mean, both to us as individuals and to society as a whole. Some portions of the book are more clearly directed to game designers than others, but on the whole I’d say that there is much in A Theory of Fun for Game Design to interest even those who would rather play games than design them.

Even the Nonprofit Online News gets into the act:

Raph Koster’s A Theory of Fun for Game Design is an important book. On one level, it’s a manifesto for social responsibility and artistry in game design. On another level, it’s an insightful exploration of human motivation and learning with extensive application to the worlds of grassroots education and activism. One example: Games will turn people off if they are too difficult, as well as if they are too easy. There is a sweet spot where people are in a zone of greatest learning and effectiveness. I think the same holds true for social change work.

Looks like GameDev.Net has a review ready as well, but the link doesn’t quite work yet. [link fixed now] And a while back I forgot to mention that CliffyB declared the book “fascinating.”