Ralph Koster’s “A Theory of Fun for Game Design”
What Games Aren’t:
Games are, according to Ralph Koster, math problems. They mimic the word problems that we all dreaded in the sense that they “train you to see past it to the underlying math problem, and it also trains you to recognize real world situations where that math problem might be lurking.” (1) Games are inundated with metaphors that teach players towards an understanding. They “train their players to ignore fiction that wraps patterns. (1)
Koster expands on an idea of Deathrace. The first-of-its-kind game was mechanically identical to other games- you would “catch” objects moving around the 2-D screen. However, the premise of the game involved driving a car and mowing down pixilated pedestrians. While gamers argue “It’s only a game!”, research and evidence beg otherwise. They believe that media has an effect on our actions, therefore games like Deathrace encourage violent behavior. Gamers counter this claim by the idea that on screen there is no difference from running over pedestrians, killing people, fighting terrorists, eating dots, catching falling objects, etc. They all act as a metaphor for the actual intent of the game. Society has decided to place too much importance on the story side of the game rather than the mathematical element of the game.
Games are NOT stories, but Koster compares the two for a little bit.
-Games tend to be experiential teaching. Stories teach vicariously.
-Games are good at objectification. Stories are good at empathy.
-Games tend to quantize, reduce, and classify. Stories tend to blur, deepen, and make subtle distinctions.
-Games are external – they are about people’s actions. Stories (good ones, anyway) are internal – they are about people’s emotions and thoughts.
Since gaming and stories share some traits, he notes that play and storytelling are the two most important aspects in development. While the common notion is that stories are the chief teaching tools, he believes that since language is needed for stories, play predates the story. He segues into the idea of the fun- and how vague the word has become. As people play games, Koster believes they experience :
Fun is the act of mastering a problem mentally.
Aesthetic appreciation isn’t always fun, but it’s certainly enjoyable.
Visceral reactions are generally physical in nature and relate to physical mastery of a problem.
Social status maneuvers of various sorts are intrinsic to our self-image and our standing in a community.
Fun, Koster adds, is contextual. We get it from out surroundings. When something is new we experience delight, which fades as we become used to that sight. Therefore, we lose the idea of fun in delight. We had fun engaging and mastering the mathematical problem, and therefore we had fun learning the game.
His conclusion is brilliant and can not be worded in any other way with the same impact: To recap the preceding pages: Games aren’t stories. Games aren’t about beauty or delight. Games aren’t about jockeying for social status. They stand, in their own right, as something incredibly valuable. Fun is about learning in a context where there is no pressure, and that is why games matter.

Gonzalo Frasca “Simulation 101: Simulation verses Representation
Frasca begins his argument but stating that he finds problems with the idea that most theorists try to force games into something they are not. He draws upon the differences between simulation and representation. Games, he states, are different from a narrative, in the aspect that they rely on simulation which is a way of portraying reality that essentially differs from narratives (2) . Simulation is the idea that an object is not only represented, but additionally models the objects behavior. He uses images of a pipe to further his discussions of simulation verses representation.
Representation is the idea of depicting, explaining, and understanding reality. It tells us a lot about the actual object, but little about what the object does. We can not see it in motion. Therefore, it is always an incomplete task. If for instance, we see a picture of a plane on a runway, we would have to ask what the plane is doing and why, but if we see a simulation of it, we could see a plane accelerating down a runway, taking off, and flying into the sky. Representation, therefore, needs a narrative to accompany it.
Because many times simulation and representation describe the same thing, they are quite similar. Simulation is narration for an “external observer”. The player is actually experiencing the events and has personal experience. They have some control over the events. Simulation is act of modeling a system A by a less complex system B, which retains some of A’s original behavior. The idea of Second Life is a simulation of life. System A- actual life, is much more complex than the digital life- System B. However, the latter has elements that pertain to some of real life’s events and behaviors.
Frasca believes that if systems are not complex, it is better to use representation and narrative, but as they get more complex, one should use simulation. Since the invention of computers it is easier for simulations to be created since they are innately for complicated than representations. Backtracking towards video games, Frasca states that he believes they are a major medium and could gain even more momentum and get bigger if we understand the characteristics of simulation. But until we fully understand those characteristics, videogames are stagnant.
Ralph Koster “The Core of Fun”
While I do agree that Koster is a fun guy, I didn’t really take away that much “new” material after reading his summary. They seemed pretty similar to me. He starts off with this jazzy piece that he sings into the mic. The constant changing of tone, key, rhythm, etc, represent the idea that things can be broken down into pieces. Likewise, he states that grammar, songs, and even games are fractal- capable of being broken down into smaller parts. He breaks his song down into individual elements, like he does with the game Frogger. In order to get to each additional part of the game, you need to master the previous section. It is this mastering of the mathematically element behind the game that we believe is fun. The story of jumping from log to log in and of itself is not fun, but rather learning how to calculate landing safely on each log is what is fun.
Koster then compares games to social media. He gives an outline of rules that are needed to be successful. I would HIGHLY recommend listening to this part of the segment.
1. WHERE you meet the challenge – what led you to it?
2. WHEN- have you had past experiences with it?
3. HOW to meet the challenge
4. WAY in which you must involve skill.
5. RANGE- you should have a variety of ways to get the same thing. You do not want to always be using the same sources.
6. FEEDBACK is crucial so that you can improve on things and keep good things the same.
7. REPEATABLE- people must be able to do it over and over again and get similar results
8. COMPETITION- you have to have similar sites so that you have ratings. You need always try to be the best in order to have success.