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Koster Response...pg 127

The definition of fun is something that will be discussed through out this book. From the first time I read the book until now it has been something I have contemplated in depth. I still am not sure of my own personal definition of the word, but I am much closer to knowing than before. Previously I looked at the word and it's meaning from the perspective of a gamer, but now I must examine it as a potential designer. Fun is a feeling, but also and action/experience.

Koster's quote: "fun is a series of meaningful choices" makes more sense when you look at it as a designer. Games are all about lessons, and choices, and above all they are teaching tools. The idea that games are only used for entertainment is one of the past. Although they can provide entertainment that is not their centralized goal. The goal in my opinion is fun which coincides with learning. To learn in the context of a game is much easier and you don't even know you are doing it. I kept in mind "playing and learning through playing" as a concept that deals closely with games being fun.

The question I am now dealing with is what kind of game can I create that has a deep purpose of sorts? I want to play (and even make) these great first person "shoot em up" games that at times can be violent, but thats all just part of the genre. Its acceptable in that realm, but then again its like a green light going off and saying art imitates life. We have a strong sense of reality in these games and that shouldn't be something we fear. Idk, thats a whole different topic....

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