navigation

miete ("thought") + lause ("phrase")

count: 1

filter: tag = predictability clear


A Theory of Fun for Game Design (Raph Koster)


Humans like things that significantly reduce the odds of unpredictable things happening to them. But we also dislike tedium, so we allow unpredictable things inside the confines of predictable boxes, like games or TV shows or books. The purpose of games is to package up the unpredictable and the learning experience into a space and time where there is no risk.
page: 118
tags: predictability tedium risk experience