So, I finished the book up last week but haven't had a chance to post by thoughts yet.
For me, this was a tough read. Not that the vocabulary was difficult, nor the subject matter, but rather that I'm a game developer in 2016, long after the book was originally published and much of it's core lessons have become rote in the industry. As a result the book had a dated feel that I couldn't shake off while reading. Another issue I had were the cartoons. I understand they were all done by Raph, by hand, and on a tight deadline, but for me they only detracted from the points being made. I would have much preferred they not exist as I felt they only padded out the book.
So what were my issues? Well, some of the statements around the lessons were very black & white. Stating that no system should be in the game that doesn't reinforce the core theme/ethos of the game. The thing that you are teaching the player. I don't necessarily believe that's correct. I feel that games that have superfluous systems that don't necessarily reinforce the core lesson are interesting in their own right and those systems can provide a much needed break. They give the player something fresh and new. Now that should always be done with care so as not to detract from the core of the game, but my point remains.
Also the point on Emergent Behaviour, while possibly rooted in it's own time, is inherently wrong. Emergent behaviour generating loopholes to your systems is a symptom of a bigger issue with the systems are play. Players will almost always be playing emergently unless the game is very heavily on rails. That's just what happens when you give different people the controller - they use what they're given to create new strategies. Those strategies are emergent.
I also think mentioning emergent behaviour as it pertains to AI would have been worthwhile as that's a very interesting course of thought as well.
Asserting that in the section on the Mastery Problem that players are failing to exercise their brains properly is simply wrong-headed. If a player prefers a game that requires no skill (which frankly is impossible as simply engaging with a game requires skill on some level, however low that may be) then we should be looking at what it is about that game the player likes. Perhaps that person is averse to challenges in games for a particular reason - whether through prior experience or simply preference. I think some thinking has been done here already in the time since the book came out however as there has been an increase in "no skill"/low-skill games in part manifesting in the much maligned 'walking simulators'. Many of these are very interesting games that have a very low barrier of entry. Their popularity, even if it turns out to be vanishingly brief, says something that we should be paying attention to - not discarding out of hand as players being wrong on some level.
So that's the bad. What about the good?
Well there were a few points that spoke to me.
Noise - Noise being a pattern that the player doesn't recognise was an interesting revelation. It's not an approach I'd considered on a conscious level before and something I've actively starting thinking about in my designs.
Learning - That the joy of learning is in the doing, and once done it cannot be done again. Another good point and something that the recent discussion around No Man's Sky also brought to my mind. I like this point rather a lot.
Story vs Game - Specifically when players skip one in favour of the other. Another interesting point that is echo'd in the increasingly common ability to set a game's difficulty to 'narrative' to allow players who want to enjoy the story primarily, to do so.
Really, for me personally, this book didn't 'pick up' until about Chapter 7. Before that was a lot of ground work and commentary on various background topics that I'm not sure were warranted for the points to come later in the book, but I do see the value for some designers in those things.
Overall I'd say the last half of the book was the best for me. Raph has worked on some of my favourite games and it's interesting to see his take on various design subjects. I just think that this book was a little too dated to be of real value for me.