Five books about games
One of the good things from back while studying game design at the University 2005, was that we got some good tips of books to read. Some which were not so very helpful and some that were really great!
One of the books was "Theory of Fun" by Raph Koster, and whenever there's talk about game design and books, this book is mentioned.
There's a site called FiveBooks which choose an expert within a topic and then lets him pick the best five books regarding the subject. Their tagline is "The best five books on everything."
They've now published a list of five books about games, and guess what; The first book is Theory of Fun. Regardless, there are four more books on the list and while I haven't read any of the other four I would really like to recommend them, as they seem to hold great information and lots for you (and me) to learn.
http://five-books.com/interviews/tom-chatfield (16/3/2010)
The books are:
- A Theory of Fun - Raph Koster
- Homo Ludens - Johan Huizinga
- Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot - Julian Dibbell
- Playbooks and Checkbooks - Stefan Szymanski
- Flow: The Psychology of Optimal Experience - Mihaly Csikszentmihalyi
I'll personally try and get my hands on the one about Flow first.
Sporadic Play
Today I found a really interesting text about Sporadic Play on Raph Koster's blog. Raph is a persistent world game guru and has made games like Ultima Online and Star Wars Galaxies.
http://www.raphkoster.com/2010/03/10/gdc10-sporadic-play/ (11/3/2010)
In it, there's a lot to learn about how sporadic play works, some pro and cons and even some tips about how to make it better.
It's a lot about how we can make players feel attracted to the game because they don't have to spend a lot of time with it per session. Heck, they can't spend a lot of time with it.
I don't think it's a bad thing to spoil the ending, instead I think it's a good tease to make you read the entire thing:
Sporadic play has been around for hundreds of years. It can be integrated into many types of games. It can be used to create companion experiences for existing games. It can help small developers extend their content, and it respects the players’ time.
Another thing. Since the movie "The Hurt Locker" won a bunch of Oscar's, I watched it yesterday and maybe it's just me... It's probably just me, but I think Jeremy Renner, the guy playing the main character looked just like David Jaffe (creator of God of War) and that thought stuck with me during the entire movie.















