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By N2H
Welcome to Raph Koster's personal website: MMOs, gaming, writing, art, music, books.

Braid is out!

August 6th, 2008

Jonathan Blow’s labor of love, Braid, already an award-winner, is out. And it is getting called the best game on XBLA ever, one of the best games of the generation, and its reviews are stellar.

Go try it out. Congrats, Jon!

17 Comments »

Casual games aren’t exploiting the long tail

August 6th, 2008

Forbes.com has an interesting article on the casual games bubble bursting, that mentions that the portals aren’t really exploiting the long tail. They’ve trained their customers to grab games from one of three genres only, and cycle stuff off the top so rapidly that a game with a six month ramp to success (such as Peggle) need massive marketing pushes in order to be profitable.

But the biggest problem facing casual game developers is the Web portals they depend on for the majority of their sales. Most developers provide their games to portals for free in exchange for the mass audience drawn in by a Big Fish Games or a PlayFirst. In exchange, portals receive a 30% to 40% cut of revenues. Since the casual game portals make the most cash off spikes in game sales, it behooves the portals to constantly feature new content. The best games are lucky to survive on a portal’s front page list for more than a month.

It goes to show that it’s easy to make a shelf-based, hit-driven business even in a long-tail sort of environment. The article comments that this situation could be fixed if the portals ran more like Amazon or Netflix, marketing their back catalog much more aggressively instead of only grabbing the latest. On the other hand, this may be tricky for games, which are so heavily driven by neophilia: playing old games is a tough sell often, because as the Theory of Fun tells us, if you’ve moved on from a game, it is probably not fun for you anymore.

In the long run, this isn’t good for the portals, as their smaller developers exit the market in search of more financially rewarding pastures. Social networks are mentioned — I think many of these developers are in for a shock as to how different an environment Facebook is from Big Fish.

14 Comments »

Video tour of (most) virtual worlds

August 5th, 2008

Personalize Media has a 2008 Metaverse Tour Video that is worth seeing if only to see broad trends in the space right now. It leaves out most of the gaming worlds, but covers kid worlds pretty well, as well as the emerging “overlay avatars” space.

9 Comments »

Now you too can roleplay a Hamburglar

August 4th, 2008

HappyMeal.com v3.0. As you would expect — codes with every Happy Meal. Two servers, one named “Golden” and one names “Arches.”

Today’s kid world is tomorrow’s teen world is day after tomorrow’s adult world. I look forward to seeing Olive Garden’s world and Ruth Chris’ world and so on, someday.

*(I don’t actually know if you can roleplay a Hamburglar).

3 Comments »

Mass market game hardware

August 3rd, 2008

The guys at Unity have posted hardware stats for their web users, in a manner akin to how Valve publishes stats for theirs. The results may be surprising to folks still used to the core gamer market.

Among the key things:

  • The single most popular video card, at 12% of installs, is the Intel 945.
  • Dual Core CPUs are common — like, 44%.
  • 1/4 of the machines run at DX7 level, and ~70% support 2.0 shaders.
  • But almost 4% still run in software mode.
  • 90% or so have graphics pixel fillrates of 2.0GP/s or less. That’s basically like a Radeon x1600, a card which sells on Amazon mostly used for between $45 and $120.
  • Almost 80% are running without a DX10 card and without Vista; only 2.6% can even use DX10 (since it requires both).

It’s worth bearing in mind that Unity likely still isn’t as casual as the true mass market, despite their good penetration (this data had about a million users in it), since it requires a plugin install.

This speaks, of course, to designing for everywhere.

8 Comments »

Where to get A Theory of Fun

August 1st, 2008

Nowhere, that I know of. Occasionally you see it on half.com or from third-party sellers; sometimes, for over $200. (Of which I get nothing, of course).

This comes up particularly now because Penny Arcade linked to the book today. But I probably get a couple of inquiries a week about it (thanks for your interest, Karl, Brady, John…).

The good news is that I hope to have news on its renewed availability in the next few weeks.

12 Comments »

Gamers rejoice: you can cancel easily now

August 1st, 2008

Virtual Worlds News reports that an alderman in Illinois tried to cancel his kid’s MMO account, found it too hard, and took it up with the House. And now it’s the law in Illinois that there has to be a way to cancel on the website, with no phone call or snail mail required.

This will likely be a ripple effect, unless companies are going to make Illinois-facing websites and account management. ;)

7 Comments »

Name your MMO dream team: eep

July 31st, 2008

So Massively asks for people to list IPs & developers for “dream teams.

My dream team would be to purchase the MMO rights to MechWarrior, have FunCom develop it under the excellent command of Raph Koster! And use Valve to distribute over steam.

I’d like to see Raph Koster’s vision applied to the GI Joe world. A GI Joe Online similar to the original vision of PreCU SWG would be great, and without a mythos-engrained alpha class, I think it could work.

I think my brain broke.

51 Comments »

Making light verse

July 29th, 2008

This is what happens when you get a bunch of literary types together.

(PS, the original link that triggered it all is amusing.)


8 Comments »

Scrabulous goes poof

July 29th, 2008

Scrabulous, the Facebook app that cloned Scrabble, has been removed from Facebook for US and European users. Apparently because Hasbro pushed Facebook hard enough, now that they have launched their own official version.

It’s still there for other countries, because outside those territories, Mattel has the rights.

Now, I haven’t seen enough on the case,so I am curious about what IP law is being used, exactly. I suppose there’s a trademark case, since there’s a reasonable chance of confusion. I see copyright mentioned, but usually you cannot copyright game rules (people used to patent game designs, back when!). And the DMCA was invoked, according to this article. Anyone know?

12 Comments »

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