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Cover of Theory of Fun for Game Design

Theory of Fun for Game Design

by Raph Koster

2 highlights Last annotated: August 3, 2017

Highlights

Noise is any pattern we don’t understand. ^ref-13571

They are on the same order as learning to drive a car, play the mandolin, or multiply seven times seven. We learn the underlying patterns, grok them fully, and file them away so that they can be rerun as needed. The only real difference between games and reality is that the stakes are lower with games. ^ref-24004

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