Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 See also  





2 References  














Bushnell's Law






Français
 

Edit links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 
















Appearance
   

 






From Wikipedia, the free encyclopedia
 


Nolan Bushnell in 2013

Bushnell's LaworNolan's Law is an aphorism often attributed to Atari founder Nolan Bushnell, on the subject of video game design:[1]

All the best games are easy to learn and difficult to master. They should reward the first quarter and the hundredth.

Bushnell came up with the concept based on his experience with his first game Computer Space in 1971. Its controls were based on four otherwise equivalent-looking buttons but with different functions, and Bushnell found that this had confused players that were trying to learn the game due to their lack of familiarity with these types of controls. Bushnell kept this in mind in designing their future games, such as in Pong and Asteroids, to keep the controls simple and easy to grasp while maintaining a challenging gameplay.[2][3] The concept is also similar to a philosophy developed by George Parker, the founder of board game publisher Parker Brothers. Parker had said that "Each game must have an exciting, relevant theme and be easy enough for most people to understand. Finally, each game should be so sturdy that it could be played time and again, without wearing out."[1]

This principle is also referred to with the sentence "easy to learn, hard [oralmost impossible] to master",[4] which has been adopted by Blizzard Entertainment as a motto and design principle.[1][5]

See also[edit]

References[edit]

  1. ^ a b c Bogost, Ian (April 2, 2009). "Persuasive Games: Familiarity, Habituation, and Catchiness". Gamasutra. Archived from the original on January 18, 2022. Retrieved February 26, 2014.
  • ^ Freeman, Will (April 26, 2016). "Atari co-founder: mobile games make me want to throw my phone". The Guardian. Retrieved September 26, 2021.
  • ^ Bogost, Ian (2011). "Chapter 18: Habituation". How to Do Things with Videogames. University of Minnesota Press. pp. 125–133. ISBN 9781452933122.
  • ^ "Bushnell's Theorem: Easy to Learn, Difficult to Master". Wolfshead Online. Archived from the original on February 26, 2014. Retrieved February 26, 2014.
  • ^ Cifaldi, Frank (March 11, 2010). "GDC: Blizzard's Core Game Design Concepts". Gamasutra. Archived from the original on January 17, 2022. Retrieved February 26, 2014.
  • t
  • e

  • Retrieved from "https://en.wikipedia.org/w/index.php?title=Bushnell%27s_Law&oldid=1157130691"

    Categories: 
    Video game culture stubs
    Video game culture
    Video game design
    Adages
    Hidden categories: 
    Articles with short description
    Short description is different from Wikidata
    All stub articles
     



    This page was last edited on 26 May 2023, at 14:36 (UTC).

    Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



    Privacy policy

    About Wikipedia

    Disclaimers

    Contact Wikipedia

    Code of Conduct

    Developers

    Statistics

    Cookie statement

    Mobile view



    Wikimedia Foundation
    Powered by MediaWiki