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On the Way to Fun
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Table of Contents

Introduction: What Makes a Game Fun? Emotions and Games: The 6-11 Framework What Are Basic Emotions and Instincts? Introducing the 6-11 Framework Contextualizing the 6-11 Framework Emotional Analysis of a Gameplay Session Making Fun Games the Emotional Way Case Studies: Retro Games Why Retro Games? * Computer Space Vs. Space Invaders * Asteroids * Battlezone * Pac-Man * Rescue at Rigel * Haunted House * Pooyan * Robotron 2084 * Pitfall! * Advanced Dungeons & Dragons: Cloudy Mountain * 3-D Monster Maze * E.T. the Extra-Terrestrial * Dracula * Planetfall * Safecracker * Seven Cities of Gold * Spy vs. Spy * Little Computer People * Captain Blood Case Studies: Indie Games Why Indie Games? * Toribash * Braid * I Wish I Were the Moon * Castle Crashers * Tag * Flower * Plants vs. Zombies * World of Goo & Crayon Physics Deluxe Conclusions In the End

About the Author

Roberto Dillon holds a Masters and Ph.D in Electrical and Computer Engineering from the University of Genoa, Italy. Dillon worked as a programmer/analyst before moving to Stockholm, Sweden as a guest researcher at the Department of Speech, Music and Hearing within the Royal Institute of Technology. In 2005, he moved to Singapore where he taught at Nanyang Technological University and Nanyang Polytechnic before joining DigiPen Singapore as an Assistant Professor in the Computer Science/Game Software Design and Production department.

Reviews

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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