Page 1 of 1

Reading recommendations

PostPosted: Sun May 08, 2016 7:59 pm
by Golem
Imagineering courtesy of Oak:
"Dream It! Do It!" and "One Little Spark" by Marty Sklar, who was the head of Imagineering for decades, are two big ones. The other big one is just titled "Walt Disney Imagineering". I'm sure there are other books out there about Non-Disney park design, but the Disney parks tend to have the biggest stories about design
[3:59:12 PM] Oak: oh, and "Designing Disney" by John Hench
[3:59:17 PM] Oak: who was one of the big early Imagineers

Re: Reading recommendations

PostPosted: Sun May 22, 2016 7:11 am
by Sky-Fox
Finished reading Raph Koster's A Theory of Fun which, while being pretty good in itself, had a list of related materials in the endnotes. In the book proper he discusses lofty topics like the nature of fun and the place of games within culture. A bit up in the clouds.
Fun, as I define it, is the feedback the brain gives us when we are absorbing patterns for learning purposes. Consider the basketball team that says, "We went out there to have fun tonight," versus the one that says, "We went out there to win." The latter team is approaching the game as no longer being practice. Fun is primarily about practicing and learning, not about exercising mastery. Exercising master will give us some other feeling, because we are doing it for a reason, such as status enhancement or survival.

Ben Cousins - Mind Your Language - An exercise in finding common values among low level game systems. E.g., Common lengths for how long a jump last, how long levels can be, etc.

Roger Callois - Man, Play and Games.
Caillois argues that we can understand the complexity of games by referring to four play forms and two types of play:
1. Agon, or competition. E.g. Chess is an almost purely agonistic game.
2. Alea, or chance. E.g. Playing a slot machine is an almost purely aleatory game.
3. Mimicry, or mimesis, or role playing.
4. Ilinx (Greek for "whirlpool"), or vertigo, in the sense of altering perception. E.g. taking hallucinogens, riding roller coasters, children spinning until they fall down

Johan Huizinga - Homo Ludens
Huizinga identifies 5 characteristics that play must have:
1. Play is free, is in fact freedom.
2. Play is not "ordinary" or "real" life.
3. Play is distinct from "ordinary" life both as to locality and duration.
4. Play creates order, is order. Play demands order absolute and supreme.
5. Play is connected with no material interest, and no profit can be gained from it.