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  • On the Way to Fun: An Emotion-Based Approach to Successful Game Design

    On the Way to Fun by Dillon, Roberto;

    An Emotion-Based Approach to Successful Game Design

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 46.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        23 781 Ft (22 649 Ft + 5% VAT)
      • Discount 20% (cc. 4 756 Ft off)
      • Discounted price 19 025 Ft (18 119 Ft + 5% VAT)

    23 781 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Short description:

    How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? This book proposes a possible answer to these questions by going back to the roots of gaming and showing how early games and modern indie productions captivate generations of players, without fancy graphics and effects but relying on basic emotions and instincts instead. This book benefits aspiring and beginning game designers and anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences.

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    Long description:

    How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences.



    On the Way to Fun outlines a fine framework linking human emotions and instincts to successful game design, blending a theoretical framework with keys to analyzing game play. The framework is then applied to both successful and unsuccessful games to make for a fine survey for any who want to properly design and develop ideas to maximum benefit.
    ?Midwest Book Review, January 2011


    I love the '6-11 Framework'. It's a brilliant analysis. Wish I'd thought of it. Emotion is essential to establishing a deep connection with games. So many games lack it, and this book shows the way. The analyses of retro and indie games, and how they invoke emotion through instincts, are insightful and well thought out.
    ?Tom Sloper, March 2010


    Looking at early games and how they created fun without many resources, and how some modern games can miss it, Roberto Dillon provides a thoughtful and solid analysis. On the Way to Fun is a choice pick for any would-be game designer.
    ?Carl Logan, The Midwest Book Review, June 2010


    Through diagrams, screenshots, and dissections of each evaluated game, the author builds an admirable case for what amounts to a viable, tangible toolset for game designers to use in their never-ending pursuit of successfully injecting fun into their games. Such power is concentrated in this short, concise, and ultimately refreshing handbook ... Highly recommended.
    ?CHOICE Magazine, November 2010 Vol. 48 No. 03

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    Table of Contents:

    Emotions and Games: The 6-11 Framework
    Case Studies: Retro Games
    Case Studies: Indie Games
    Conclusions

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