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

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

Cat Fishing T-Shirt

Cat Fishing
Ash Grey T-Shirt

$16.99


LegendMUD

click here to visit the Legend website

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



Gamemaking

Gamemaking Archives

Gamemaking

My first game

April 3rd, 2013

At PAX East, there was a panel where a bunch of devs talked about their first games. They asked me and a few others to send in a video… and this is what I sent them.

The saga of how I managed to make it, though, is a little more intricate, involving copying all my Atari 8-bit floppies to PC. I used the USB SIO2PC interface from Atarimax to connect the floppy drive direct to the PC.  I then captured video directly within Altirra. Some of the disks were dead, alas, but I was able to recover about a half dozen games and partial games that I wrote when I was 14 and 15. Maybe at some point I’ll do posts on them.

You also get to see a glimpse of what was my real bootcamp in game design. It wasn’t the videogames. Frankly, I wasn’t a good enough programmer to make great games, really, and so a lot of the games were clone-like in a lot of ways. A truly ridiculous amount of them consist of nothing more than the title screen. No, it was the boardgames I did as a kid that in retrospect really taught me the basics… I must have made several dozen, and they’d get playtested during recess periods at school. At some point, I will definitely do a post about those. I still have many of them.

Posted in Gamemaking | 16 Comments »
Game talkGamemakingMisc

The best game design articles on the site

March 15th, 2012

This is post #2,342 on this blog (not counting the dozens of articles, snippets, and presentations not in the blog database)… yet more of the over a quarter-million words written here since the site started in 1997 and the blog in 1998. And I have to admit, I tend to take for granted the idea that people have read all the stuff that matters, so they understand me when I throw around terms or assume that they know what my past writing on the topic is. Which is ludicrous, of course.

So I got asked on Twitter for a list of my juiciest game design posts, to serve as a central jumping-off point.

This was hard. But here’s a list of ones that I think are my best. Many of these are actually talks, rather than posts. These are usually in sort of rough reverse chronological order, but there’s plenty of places where they are just in the order I found them in, or random cut & paste order.

Feel free to list your own favorites in the comments. And if you haven’t seen some of these before, well, this is the best way to catch up on my overall beliefs and philosophies on games.

Theory of fun (cognition and games) and game grammar overview. This covers the very highest level structure of the thinking on these two interrelated subjects.

Read the rest of this entry »

Posted in Game talk, Gamemaking, Misc, Open thread | 14 Comments »
Game talkGamemaking

Narrative isn’t usually content either

January 26th, 2012

When I said that narrative was not a game mechanic, but rather a form of feedback, I was getting at the core point that chunks of story are generally doled out as a reward for accomplishing a particular task. And games fundamentally, are about completing tasks — reaching for goals, be they self-imposed (as in all the forms of free-form play or paideia, as Caillois put it in Man, Play and Games) or authorially imposed (or ludus). They are about problem-solving in the sense that hey are about cognitively mastering models of varying complexity.

Some replies used the word “content” to describe the role that narrative plays. But I wouldn’t use the word content to describe varying feedback.

In other words, perverse as it may sound, I wouldn’t generally call chunks of story “game content.” But I would sometimes, and I’ll even offer up a game design here that does so.

Read the rest of this entry »

Posted in Game talk, Gamemaking | 42 Comments »
Game talkGamemaking

Playdom Acquires Metaplace

July 8th, 2010

Here’s the official press release:

Playdom Announces Acquisition of Metaplace — MOUNTAIN VIEW, Calif., July 8 /PRNewswire/ –.

Coverage also popping up in a few more places, like TechCrunch and Games.com.

This is going to be a lot of fun. :)

Posted in Game talk, Gamemaking | 24 Comments »
Gamemaking

Non-Andean Bird

January 5th, 2010

Some of you long-time blog readers may recall a little public project of mine called Andean Bird.*

But that is not what I am writing about. Instead, I wanted to call your attention to this!

That’s a prototype by Michael Wilson, who writes

Hello there. I enjoyed your playing with your ‘Andean Bird’ prototype three years back, which was a concept I’d wanted to explore myself but never had time. I was sad to see that you didn’t continue the project. However I’ve recently had some free time to learn XNA, and I’ve made a 3D bird flight simulator that is perhaps a spiritual successor. It still needs some elements to be a playable game – sound, a ‘flight path’ to follow etc – but the simulation mechanics are working well.

Read the rest of this entry »

Posted in Gamemaking | 10 Comments »
Game talkGamemaking

Metaplace.com closing

December 21st, 2009

Today we announced that the consumer-facing Metaplace service, the one you all know as the user-generated worlds website at Metaplace.com, is closing on January 1st. There’s a FAQ and an official letter on the site.

The reason? Well, it just hasn’t gotten traction. I have many thoughts on why, but I hope you’ll forgive me if I don’t go into all of them right now. It is a sad day for us here, and I know many users are going to be very disappointed by this turn of events.

Metaplace Inc isn’t going away – in fact, we have some pretty exciting plans. But those plans are best shared on a future day.

If we have to sunset the service, we want to do it right. So for the next two weeks – come visit, and enjoy and celebrate all of the amazing creativity and work users put into their worlds. We’re providing a way for users to grab the data that makes up their worlds. We’ll be opening a website for the community so that you don’t lose touch with your Metaplace friends. And we’ll have a big party on the last day – because Metaplace.com will not go quietly, but with the sound of meeps and music and laughter.

It was a wonderful world full of wonderful people, and I will miss it more than I can say.

Posted in Game talk, Gamemaking | 100 Comments »
GamemakingReading

Matt Sturges live chat today at 2pm

October 13th, 2009

I don’t know if I have raved about Matt Sturges’ work in comics here before. House of Mystery (available in two collections to date: Room and Boredom and Love Stories For Dead People) has vaulted onto the list of my favorite ongoing series. He’s also involved with the Eisner-award-winning Fables universe, particularly through Jack of Fables.

But I am a bit biased — I knew Matt back in the days when I lived in Austin, when were both caught up in the variously overlapping writers’ circles around Turkey City (the writer’s workshop best known in SF/F circles for its widely-used lexicon). Matt was a member of the Clockwork Storybook collective, from which several writers of note have emerged.

I’m super happy to have Matt cornered on the Metaplace stage today at 2pm Pacific, to get grilled about comics, writing, and whatever else attendees want to hear about!

Edit: the event is over, but the chat log is available here.

Posted in Gamemaking, Reading | 1 Comment »
Gamemaking

The Game Crafter: Cafepress for board games!

July 16th, 2009

Gamecrafter logoThis is awesome, and I will be signing up tonight and probably throwing one of my board game designs up there to try it out. :) The short form: CafePress for board game designers.

Their brief FAQ covers the basics.

At TGC, you can start selling your game with only the push of a button. There are no up-front fees, no contractural obligations, no distributors, and you don’t need a big publisher to decide your game will sell 10,000 units in the first year.

TGC is your dream made simple!

Why TGC? We’ve been in the game design/manufacturing industry for over 10 years and published many of our own titles. We’ve always specialized in small run games, but we did it only for ourselves. Over the years we’ve gotten hundreds of requests from other indie designers asking if we’d publish their games, and finally we realized that our process could be applied to games other than our own as well.

– The Game Crafter – Your game REALIZED – Home.

Looks like they handle not just boards and cards, but also sell a nice assortment of parts that can go into the game. Not as wide an array as I have in my prototype kit, but decent nonetheless. :)

Posted in Gamemaking | 11 Comments »
Game talkGamemaking

Obama’s Ghana speech in Metaplace

July 10th, 2009

The news is full of commentary about how significant the speech that President Obama is going to give in Ghana tomorrow is going to be. And the White House is making a serious social media effort –Facebook, SMS, Twitter… And virtual worlds, as the Annenberg Center for Public Diplomacy notes. And Metaplace is working with them to host an event with a live video stream of the speech, plus additional speeches and music afterwards, crossworld with Second Life. It’s all happening early tomorrow morning.

This is exciting to me on many levels. Lately, a few of the speeches I have given have been about the broad question of where virtual worlds are going, and how they may connect to real people’s lives. What we have here is a powerful tool for social media, one with different affordances than are brought to the table by SNSes or streams — but in many ways it is underutilized because of the barriers of entry and the ways in which VWs are still tied to models established in the 1970′s.

I’ve often stated that the clear killer app to date for virtual worlds is escapism. How much of this is because virtual worlds have been islands unto themselves, not interacting with or interwoven with the larger Internet? In many ways, it may be permeability that opens up the many use-cases that are possible — not just for serious purposes, but for escapist ones as well. Virtual worlds need not be a world apart. Here we see virtual worlds taking their place alongside other social media in a discussion that is truly broad, bringing the unique characteristics of placeness and co-presence to the table.

Please join us for an event featuring Obama’s speech streaming from Ghana along with leaders speaking: Kenton Keith, Tim Burke and Derrick Ashong.

On Saturday, July 11, a global conversation will push definitions of citizenship by demonstrating how new technologies enable global civic participation. Citizens from numerous countries will meet together in virtual worlds to collectively watch a speech from President Obama, view Twitter feedback on his talk, and a join in discussion with musician and activist D.N.A. (Derrick Ashong), Ambassador Kenton Keith and African historian Professor Tim Burke.

President Obama will speak to a live audience in Ghana, Africa. His speech will recognize Ghana’s stable democracy and leadership in the region. It is expected that Africans from all over the continent will converge for this momentous speech. The White House is using a Twitter feed which will enable individuals from around the world to participate in the conversation and share their thoughts with President Obama.

This event provides a public sphere for people to come together as citizens sharing independent views which in turn shape the political institutions of society. These conversations, literally hosted in a virtual physical space, are essential for the marketplace of ideas in our globalizing society. Following the event will be music from D.N.A. Please join us for this historic event.

Come to http://www.metaplace.com/Interval/play on Saturday the 11th at 5:00am Pacific for this great event!

Posted in Game talk, Gamemaking | 25 Comments »
Game talkGamemaking

Metaplace on desktop: MP in Titanium

July 7th, 2009

Andrew Woolridge has gotten the Metaplace client embed up and running inside of Titanium, which means that you can now grab a downloadable Metaplace client for Windows, Mac, or Linux: MetaTanium.

In his own words:

Titanium is a kinda  open source alternative to Adobe AIR that I’ve been toying around with. As soon at the ability to embed Metaplace worlds was announced I wanted to combine two of my passions into one:

MetaTanium lets you choose a world to run as a desktop app. You can even run it fullscreen!

It’s in an alpha state, but please give me feedback and feature ideas.

I am guessing he wants the ideas posted in the forum thread on the Metaplace site. :)

Posted in Game talk, Gamemaking | 3 Comments »