Welcome to Raph Koster's personal website: MMOs, gaming, writing, art, music, books.

2004′s version of the future

October 26th, 2005

I was going through presentations and materials that were destined for this website but never made it up during the two years that it didn’t get updated. One of the things I found was this gem, for Gordon Walton’s panel on “what is the next generation MMO?” that took place at GDC 2004. It was exactly one slide, so there’s not much point in putting it up as a presentation–but it’s still fun to look at, and then ponder in light of where the industry actually went for its next gen games.

Raph’s take on the next generation, March 2004

  • Embrace user content–if the law and our own fears let us
  • Distributed servers
  • Dynamic content in all measures
    • Algorithmic models, textures, worlds
    • Artificial life models for AI
  • Stop being called games

Is this still the future? Was it ever? You tell me.

*

You can follow any responses to this entry through the RSS 2.0 feed. Both comments and pings are currently closed.

2 Responses to “2004′s version of the future”

Jump to reader comments » | Leave a reply »

Trackbacks & Pingbacks
  1. Ramblings of a little Blue Gnoll wrote on

    Blogroll Joel on SoftwareRaph Koster Sunny Walker Thoughts for Now Sex, Lies and Advertising

  2. WoW | The Cesspit. wrote on

    [...] This last comment is particularly relevant because it brings the discussion on its real origin. We are back at considering the “satisfying repetable content”, or the lack thereof. If at the endgame we need to repeat an instance 50 times to get a drop it is not because the developers are sadistic. But because it’s the only way to keep up the pace and save time. I think everyone can agree without the need to follow a billion of explanatory links that the very first problem of WoW at the endgame has been about the “lack of content”. This has been the main topic since launch and it’s a general problem that is shared between ALL mmorpgs. Every developer working in this genre knows that the first issue is to find a viable solution to produce acceptable content at a decent pace. The debate between handcrafted and randomly generated content is still alive and well (think to the brand new discussion about Will Wright’s “Spore” and the use of algorithmic models, textures, worlds), exactly to try to deal with this need to optimize and maximize the production of content. [...]

Reader Comments

    Page optimized by WP Minify WordPress Plugin

    Meta

    Recent Comments

    Categories

    Tags

    Recent Trackbacks

    Archives



    A Theory of Fun
    for Game Design

    Book cover for A Theory of Fun for Game Design, by Raph Koster

    Press
    Excerpts

    Buy from Amazon

    Twitter @raphkoster



    The whole Web

    Raph's Website

    See popular posts »



    After the Flood

    After the Flood CD Cover

    Available as MP3 download
    $14.99


    More stuff to buy

    Evolution of 2d Shooters Mousepad

    Evolution of 2d Shooters
    Mousepad

    $12.99


    LegendMUD

    click here to visit the Legend website

    "The world the way they thought it was..."