English flagItalian flagKorean flagChinese (Simplified) flagPortuguese flagGerman flagFrench flag
Spanish flagJapanese flagArabic flagRussian flagGreek flagDutch flagBulgarian flag
Czech flagCroat flagDanish flagFinnish flagHindi flagPolish flagRumanian flag
Swedish flagNorwegian flag     
By N2H
Velkommen til Raph Koster's personlige hjemmeside: MMOs, spil, skrivning, kunst, musik, bøger.

Meta

Recent Comments Recent Comments

Categories Kategorier

Recent Trackbacks Recent Trackbacks

Archives Arkiv



Klik her for at besøge Metaplace hjemmeside

3d web art games community management disney fiction flash game design game grammar game industry game politics gdc indie games laws of online world design legendmud metaplace metaverse metric verse muds Music second life serious games sf speaking theory of fun ultima online vw design vw history vw law wordpress WoW 3d web kunst spil Fællesskabets forvaltning Disney fiktion flash spil design spil grammatik spil industrien vildt politik GDC indie-spil lovene i online-verden design legendmud metaplace metaverse metriske vers muds Music andet liv alvorligt spil sf taler teori sjov ultima online vw design vw historie vw lov wordpress WoW

The whole Web Hele Web

Raph's Website Raph's Website

See popular posts » Se populære stillinger »
About the blog » Om blog »



A Theory of Fun A Theory of Fun
for Game Design for Game Design

Bestil dækning for en teori sjovt for Game Design, som Raph Koster

Press Tryk
Excerpts Tekstuddrag

Køb fra Amazon

After the Flood Efter Flood

Efter Flood CD Cover

Available on CD Findes på CD
$14.99 $ 14,99


More stuff to buy Flere ting at købe

Online RPG Rorschach Test Mousepad

ORPG Rorschach Test ORPG Rorschach Test
Mousepad Musemåtte
$12.99 $ 12,99


Receive CafePress Updates! Modtag CafePress opdateringer!

LegendMUD LegendMUD

Klik her for at besøge Legend hjemmeside

"The world the way they thought it was..." "Den verden den måde, de troede, det var ..."


Get Firefox

A Theory of Fun is available again on Amazon A Theory of Fun er til rådighed igen på Amazon

August 29th, 2008 Den 29 august, 2008

This is a nice blog anniversary surprise! Dette er en hyggelig blog-årsdagen overraskelse!

I don’t know for how long, or why (maybe the publisher stuff is sorted out? Maybe someone found a cache of them hidden under a mossy rock north of Pirate Cove) — but it’s claims 1-3 weeks shipping time, and it’s $17.24, and it’s not used copies. Jeg ved ikke hvor længe, eller hvorfor (måske udgiveren ting er sorteret ud? Måske har nogen fundet en cache af dem skjult under et mosbegroet rock nord for Pirate Cove) - men det påstande 1-3 uger shipping tid, og det er $ 17,24, og det er ikke brugt eksemplarer. As you may or may not know, it’s been out of print since last October or so, and copies have been going for as high as $300. Som du måske eller måske ikke kender, har det været ude af tryk siden sidste oktober eller deromkring, og kopier har stået så højt som $ 300.

If you’ve been waiting, now might be the time to order it! Hvis du har ventet, nu kan blive tid til at bestille den!

Theory of Fun for Game Design @ Amazon Theory of Fun for Game Design @ Amazon

BTW, if any current owners want to review it, it could use some fresh reviews… BTW, hvis alle nuværende ejere ønsker at revidere den, det kunne bruge nogle friske anmeldelser…

Posted in Game talk , Writing | 12 Comments » Posted in Game snak, Skrivning | 12 Bemærkninger »

Red 5’s chasing the persistence dream Rød 5's jagter den vedholdende drøm

August 25th, 2008 Den 25 august, 2008

Once upon a time, there was an acronym we used for certain sorts of virtual worlds. Der var engang, var der et akronym, vi har brugt for visse former for virtuelle verdener. We called them PSW’s, for “persistent state world.” Vi kaldte dem PSW's, for "persistent tilstand verden."

Most virtual worlds today don’t actually have persistent state. De fleste virtuelle verdener i dag faktisk ikke har vedvarende tilstand. Oh, your characters do, but not the world. Åh, dine karakterer gøre, men ikke den verden. In fact, the ability to affect the world has fallen dramatically since the days of Meridian 59 and Ultima Online . Faktisk er evnen til at påvirke verden er faldet dramatisk siden de dage i Meridian 59 og Ultima Online. M59 featured shifting political balance, and UO had full world state persistence. M59 featured skiftende politiske balance, og UO havde fuld verden stat vedholdenhed. If someone killed Bob the baker, he was gone . Hvis en person dræbt Bob bageren, var han væk. If you dropped something on the ground, it stayed there until it rusted away (or more likely, someone came along and grabbed it — and that someone was just as likely to be a monster as it was a player). Hvis du faldet noget på jorden, det opholdt sig der, indtil det rusted væk (eller mere sandsynligt, nogen kom sammen og grabbed det - og at man var lige så stor sandsynlighed for at være et monster, som det var en spiller).

It took half an hour to 45 minutes to save all of the world state in UO, by the way. Det tog en halv time til 45 minutter at redde alle i verden stat i UO, for resten. Which meant rollbacks to your character if the server crashed. Hvilket betød, rollbacks til din karakter, hvis serveren ned. :)

Read the rest of this entry » Læs resten af denne post »

Posted in Game talk | 61 Comments » Posted in Game diskussion | 61 Bemærkninger »

Rohrer article: Testing the Limits of Single-Player Rohrer artiklen: Test for rammerne af Singleplayer

August 8th, 2008 August 8th, 2008

Testing the Limits of Single-Player is a cool article by Jason Rohrer which messes around specifically with the game grammatical notion of the “opponent” — basically, questioning the boundaries of single-player games, and how deep they can be, compared to multiplayer games. Testning for rammerne af Singleplayer er en cool artikel af Jason Rohrer som messer rundt specifikt med spillet grammatiske begrebet "modstander" - dybest set, afhøring af grænserne for de single-player-spil, og hvor dybt de kan, sammenlignet med multiplayer spil. It’s interesting because it not only explores it from a design theory point of view, but then goes on to offer up a game prototype exploring the issues. Det er interessant, fordi det ikke blot udforsker det fra et design teori synspunkt, men derefter fortsætter med at tilbyde op en omgang prototype udforske spørgsmålene. Very cool. Meget cool.

Posted in Game talk | 4 Comments » Posted in Game diskussion | 4 Comments »

A game designer’s core skills Et spil designer 'kernekompetencer

July 9th, 2008 Den 9 juli, 2008

The two hardest and most critical skills for a game designer (IMHO): De to hårdeste og mest kritiske færdigheder til et spil designer (IMHO):

  • Be able to see the game with no hint of artwork, music, sound, anything — the bare rules, bare mechanics, bare actions, stats, feedback loops. Vær i stand til at se spillet uden nogen antydning af kunst, musik, lyd, noget - det absolutte regler, med bare mekanikere, med bare handlinger, statistik, feedback sløjfer. The skeleton, the core, the bone and sinew of it, without any dressing, as a shifting, moving mechanical construct of guy wires and rigid struts. Det skelet, der udgør kernen, ben og sene af den, uden dressing, som en flytning, flytning mekaniske konstruktion af fyr tråde og stive struts. It’s not an attack, it’s force projection, it’s territory control in a graph. Det er ikke et angreb, er det gældende fremskrivning, er det område objekt i et diagram. And you can see it in your head, and when a feature gets proposed, you can see where it slots in — or not, and know whether the whole construct will tip over. Og du kan se det i dit hoved, og hvornår en funktion bliver foreslået, kan du se, hvor det slots i - eller ej, og vide, om hele konstruktionen vil vælte.
  • Be able to see the game without any mechanics, any rules, any knowledge of how it should play — to approach it as a user experience, the magical moment of immersion, the confusion, the dazzle and colors, the sheer sense of possibility and play. Vær i stand til at se spillet uden nogen mekanik, og alle regler skal enhver viden om, hvordan det bør spille - at nærme sig det som en brugeroplevelse, det magiske øjeblik nedsænkning er den forvirring, blænde og farver, ren og skær følelse af muligheden og spiller . The skin, the surface, the way the music will swell when you step through that door, the way that moving will FEEL, the way the possibilities unfold. Huden, den overflade, den måde musikken vil svulme op, når du går gennem den dør, den måde, der flytter vil føle, den måde de muligheder udfolde sig. To know where someone would be confused, to know where they will be led, to see the whole construct as an innocent. At vide, hvor en person ville blive forvirret, for at vide hvor de vil blive ført for at se hele konstruere som en uskyldig.

And a great designer? Og en stor designer? They should be able to see both in their head at once. De bør kunne se både i deres hoved på en gang.

Posted in Game talk | 39 Comments » Posted in Game diskussion | 39 Bemærkninger »

Supernova 2008: All the World’sa Game video Supernova 2008: Alle Worldâ € ™ sa Game video

July 3rd, 2008 Den 3 juli, 2008

Video has been posted of the “All the World’sa Game” panel at Supernova from a few weeks back. Video er blevet lagt i "Alle Worldâ € ™ sa Game" panel på Supernova fra et par uger tilbage. (I previously blogged about a summary written by The UpTake Blog ). (I tidligere blogged omkring et resumé skrevet af udbredelsen blog). Now you too can see the arguments over dorodango Nu skal du også kan se de argumenter over dorodango…

Posted in Game talk | No Comments » Posted in Game taler | No Comments »

Game grammar in action: AOC’s DPS bug Game grammatik i aktion: AOC's DPS bug

July 3rd, 2008 Den 3 juli, 2008

At this point, everyone is talking about the Age of Conan issue with DPS. På dette punkt, alle taler om Age of Conan problem med DPS. In short, they tied doing damage to a trigger in the animation sequence, which meant that slower animations would do damage at a different rate than faster ones. Kort sagt, de bundne gør skade på et udløser i animationen sekvens, hvilket betød, at langsommere animationer ville gøre skade på et andet tempo end hurtigere dem. And all the female combat anims are slower, so all the female characters do less damage per second. Og alle de kvindelige bekæmpe anims er langsommere, så alle de kvindelige karakterer gøre mindre skade i sekundet.

From a game grammar point of view, this is a clear example of getting the wrong end of the stick. Recall the distinctions between the “salad” and the “dressing” of a game — the “salad” is the actual game, and it can be represented in many different ways . Fra et spil grammatik synspunkt er dette et klart eksempel på at få den forkerte ende af stokken. Recall de sondringer mellem "salat" og "Dressing" i et spil - "salat" er det faktiske spil, og det kan være repræsenteret på mange forskellige måder.

In particular, you can certainly take the typical MMO combat game, even the realtime varieties, and model the game proper with cards, dice, or numeric outputs. I særdeleshed, kan du helt sikkert tage den typiske MMO bekæmpelse af spillet, selv de realtid sorter, og model spillet ordentlig med kort, terninger, eller numeriske udgange. In fact, hardcore players often do the latter in order to analyze how they are doing, because it’s easier to run statistical analysis on text logs than on 3d graphics. Faktisk er hardcore spillere ofte gøre sidstnævnte med henblik på at analysere, hvordan de gør, fordi det er lettere at køre statistisk analyse af teksten logfiler end på 3d grafik.

As I have said before, if you get the “salad” right, then the dressing — the storyline, art, music, characters, setting, theme — can only serve to enhance. Start with the experience design, and if your core is rotten or an afterthought, you’ll be putting lipstick on a pig. Som jeg har sagt før, hvis du får den "salat" ret, så dressing - historie, kunst, musik, tegn, der fastsætter, tema - kan kun bruges til at forbedre. Start med de erfaringer, design, og hvis din kerne er elendig eller en eftertanke, bliver du lægge læbestift på en gris.

Folks working on teams tend to push for the primacy of their own discipline, and these days, with so many games being primarily about experience design and not about game design, it’s easy to put experience design at a higher priority than the mechanics. Folkene der arbejder på hold tendens til at presse på for at få forrang for deres eget fag, og disse dage, med så mange spil bliver primært om erfaringer design og ikke om spil-design, er det nemt at sætte erfaringer design på et højere prioritet end mekanikken. An animator is not going to want to be told that his carefully crafted ten second animation may be sped up and played in one second. En tegnefilmstegner vil ikke ønsker at blive fortalt, at hans omhyggeligt udformet ti anden animation kan være drønede op og spillede på et sekund. He will rightly point out that a human being making a motion in one second versus ten stands very differently, and distributes weight in a different way, and that therefore the animation. Han vil med rette opmærksom på, at et menneske gør en bevægelse i en anden kontra ti står meget forskelligt, og distribuerer vægten på en anden måde, og at der derfor animationen.

But the only reason to do the animation in the first place is to convey that the action happened . Men den eneste grund til at gøre animationen i første omgang er at formidle, at sagen er sket. It is a piece of systemic feedback, comparable to turning a Magic card 90 degrees, or tipping over the king in a game of chess. Det er et stykke systemisk feedback, der kan sammenlignes med at dreje en Magic card 90 grader, eller at snuble kongen i et spil skak. You might as well light up a green light over the stick figure’s head. Du kan lige så godt lys op et grønt lys over stok tal hoved. For that matter, the question of whether or not the character is female or not is also purely an aesthetic choice. For den sags skyld spørgsmålet om, hvorvidt eller ikke den karakter er en pige eller ej er også et rent æstetisk valg. They could be red or black checkers and play the same. De kan være røde eller sorte brikker og spille det samme.

Just yesterday, I was commenting that there are two rare and vital skills a game designer needs to acquire: the ability to see the game in their head with no dressing at all; and then the ability to see the game in their head with no mechanics at all, as a player sees it. Så sent som i går blev jeg kommenterede, at der er to sjældne og vitale færdigheder et spil designer behov for at erhverve: evnen til at se spillet i deres hoved uden dressing på alle og derefter evnen til at se spillet i deres hoved med noget mekanik overhovedet, som en spiller ser det.

Posted in Game talk | 40 Comments » Posted in Game diskussion | 40 Bemærkninger »

Do players know what they want, c.1985 Må spillere ved, hvad de vil, c.1985

July 2nd, 2008 Den 2 juli, 2008

I love the serendipity factor of the Internet. Jeg elsker den serendipity faktor på internettet. Right after I post the last post on whether players know what they want, I see that Richard at QBlog has a ranked list of survey results from players on what they said they wanted in their muds back in 1985. Lige efter at jeg efter den sidste post, om spillere ved, hvad de vil, jeg kan se, at Richard på QBlog har en rangeret liste over undersøgelsens resultater fra spillere om, hvad de sagde de ville i deres muds tilbage i 1985. Here’sa sampling: Her prøver:

Intelligent mobiles 25 Intelligent mobiles 25
Conversing with mobiles 22 Conversing med mobiler 22
Regularly improved 19 Regelmæssig forbedret 19
Messages to pick up later 15 Beskeder at afhente senere 15
Lots of rooms 14 Masser af værelser 14
Lots of players 11 Masser af spillere 11
Speed of response 10 Reaktionstid 10
Long textual descriptions 9 Long tekstuelle beskrivelser 9
Never crashes 9 Aldrig krak 9
International game 6 International vildt 6
Built-in adverts -3 Indbygget i reklamer -3
Graphics -3 Grafik -3

Check the link for the full list. Tjek linket for den fulde liste. :)

Posted in Game talk | 13 Comments » Posted in Game diskussion | 13 Bemærkninger »

Do players know what they want? Må spillere ved, hvad de ønsker?

July 2nd, 2008 Den 2 juli, 2008


There has been a lot of criticism towards the game industry, accusing them of being unoriginal. Der har været megen kritik mod spil industrien, beskylder dem for at være unoriginal. Sequels, sequels, everywhere. Sequels, sequels, overalt. Diablo 3, Starcraft 2, GTA 4, Halo 3, The Sims 3, Far Cry 2, Fallout 3, not to mention the annual versions of various sports games. Diablo 3, StarCraft 2, GTA 4, Halo 3, The Sims 3, Far Cry 2, Fallout 3, for ikke at nævne den årlige udgaver af forskellige sports spil. Why can’t game companies be more original? Hvorfor kan man ikke vildt virksomheder være mere originale? Because game companies are doing exactly what they are supposed to be doing, making the games that players want, and the players don’t want original games. Fordi spillet selskaber gør nøjagtigt, hvad de skal gøre, hvilket gør spil, at spillerne ønsker, og spillerne ikke ønsker oprindelige spil.

— Tobold’s MMORPG Blog: Follow the money -- Tobold's MMORPG Blog: Følg pengene

If I say to you, “do you want chocolate ice cream?” you probably say yes. Hvis jeg siger til dig, "ønsker du chokolade is?" Du nok sige ja. If I say to you “do you want more chocolate ice cream, this time with sprinkles on top?” you probably still say yes. Hvis jeg siger til dig "ønsker du mere chokolade, is, denne gang med sprinkles på toppen?" Du sandsynligvis stadig sige ja.

If I say “by the way, there’s also this mango sorbetto,” you may or may not try it. Hvis jeg siger "for resten, er der også denne mango sorbetto," du måske eller måske ikke prøve det. But you aren’t going to ask for mango sorbetto without prior knowledge of its existence. Men du vil ikke bede om mango sorbetto uden forudgående kendskab til dets eksistens.

Read the rest of this entry » Læs resten af denne post »

Posted in Game talk | 50 Comments » Posted in Game diskussion | 50 Bemærkninger »

MUD influence MUD indflydelse

June 27th, 2008 Den 27 juni, 2008

As part of the ongoing raking over the coals of Richard Bartle for saying the obvious (yes, you can tell what side I am on in those debates!), Steve Danuser says over at Moorgard.com » Sacred Cows Som led i den igangværende raking over kul af Richard Bartle for at sige det indlysende (ja, kan du fortælle, hvad vedkommende er jeg i disse debatter!), Steve Danuser siger over på Moorgard.com  »hellige køer

I get tired of people implying that today’s MMOs owe their entire existence to the MUDs of yesteryear. Jeg får træt af folk antyde, at todayâ € ™ s MMOs skylder hele deres eksistens på MUDs Gårsdagens. Sorry, I disagree. Beklager, jeg er uenig. The gameplay style of EQ or WoW is obviously influenced by MUDs, but I propose that MMOs would have evolved anyway. Gameplayet stil EQ eller WoW er naturligvis påvirket af MUDs, men jeg foreslå, at MMOs ville have udviklet sig alligevel.

And Ryan Shwayder posts in comments saying Og Ryan Shwayder stillinger i bemærkningerne siger

Ultima Online is a direct descendant of what MUD? Ultima Online er en direkte efterkommer af, hvad MUD? I’m not saying it isn’t, I’m just saying that I don’t know what particular MUD had a profound influence on that game. Iâ € ™ m ikke sige det isnâ € ™ t, Iâ € ™ m bare sige, at jeg donâ € ™ t vide, hvad særlig MUD haft en dybtgående indflydelse på dette spil. It seems like the MMO industry was born of different influences; EverQuest from DikiMuds, Ultima Online from Ultima games. Det virker ligesom MMO industrien blev født af forskellige påvirkninger; Everquest fra DikiMuds, Ultima Online fra Ultima spil. Not all MMOs have a lot of direct comparisons to MUDs, so I think he’s right that they’d exist whether MUDs did or not. Ikke alle MMOs har en masse direkte sammenligninger til MUDs, så jeg tror heâ € ™ s ret i, at theyâ € ™ d eksistere, om MUDs gjorde eller ej.

Well… Tja…

Read the rest of this entry » Læs resten af denne post »

Posted in Game talk | 120 Comments » Posted in Game diskussion | 120 Comments »

If your architect were a game designer… Hvis din arkitekt var et spil designer…

June 13th, 2008 Den 13 juni, 2008

Let’s say you were wealthy and lived in New York City, and hired an arhcitect to redo your new apartment. Lad os sige, du var velstående og boede i New York City, og lejet en arhcitect at genindstille din nye lejlighed. And you dropped a single, small hint that you liked playfulness — that you wanted a poem you had written for your kids to be embedded in the wall somewhere. Og du faldt en enkelt, lille vink, at du kan lide playfulness - at De ønskede et digt du havde skrevet til dine børn at blive indlejret i væggen eller andet sted.

A whole year later , you realized that what the architect gave you was an apartment that was an adventure game , rich and deep with fiction and characters and mysteries… Et helt år senere, er du klar over, at hvad arkitekten gav dig var en lejlighed, som var en adventure spil, rig og dyb med fiktion og tegn og mysterier…

In any case, the finale involved, in part, removing decorative door knockers from two hallway panels, which fit together to make a crank, which in turn opened hidden panels in a credenza in the dining room, which displayed multiple keys and keyholes, which, when the correct ones were used, yielded drawers containing acrylic letters and a table-size cloth imprinted with the beginnings of a crossword puzzle, the answers to which led to one of the rectangular panels lining the tiny den, which concealed a chamfered magnetic cube, which could be used to open the 24 remaining panels, revealing, in large type, the poem written by Mr. Klinsky. Under alle omstændigheder er det finale involveret, delvis fjernelse af dekorative døren patter fra to hallway paneler, der passer sammen at gøre en krank, der igen åbnet skjulte paneler i en credenza i spisesalen, der vises flere nøgler og keyholes, som , Når den korrekte dem blev brugt, gav skuffer indeholdende acryl bogstaver og et bord-size klud imprintede med begyndelsen til en crossword puzzle, de svar, som førte til et af de rektangulære plader foring de bittesmå den, der skjult en chamfered magnetiske terning , Der kan bruges til at åbne de 24 resterende paneler, der afslører, i store type, digtet er skrevet af Mr. Klinsky.

If there is any justice in the world, this apartment should be preserved as a museum and as a testament to human creativity. Hvis der er nogen retfærdighed i verden, er denne lejlighed bør bevares som et museum og som et bevis på den menneskelige kreativitet. :)

Posted in Game talk | 24 Comments » Posted in Game diskussion | 24 Bemærkninger »