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A Theory of Fun
for Game Design

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

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Game talk

Press from Social Mechanics talk

February 28th, 2011

Funny how all the commentary has moved to Twitter and is no longer found on blogs these days! :)   But here’s a few anyway [Edit: I keep adding them as I find them..]:

 

 

 

Posted in Game talk | 7 Comments »
Game talk

GDC11: slides for Social Mechanics talk

February 28th, 2011

As promised in the talk itself, here are the slides for the talk I just gave on “Social Mechanics for Social Games” — an updated version of the talk I gave back at GDC Austin.

Social Mechanics for Social Games (PDF)

 

Posted in Game talk | 6 Comments »
Game talk

Speaking at #gdc11: Social Mechanics, again

February 25th, 2011

I am doing a revised, streamlined version of my Austin GDC talk on Social Mechanics, this time sprinkled through with more references specifically to social games. It’ll be at the Social and Online Gaming Summit, Monday at 3pm.  Here is the event listing:

Social Mechanics for Social Games [SOGS Design]Speaker/s: Raph Koster (Playdom)
Day / Time / Location: Monday 3:00- 4:00 Room 134, North Hall
Track / Format: Social & Online Games Summit / Lecture
Description: Many have accused social games of not really being social. But they are underpinned by many classic social mechanics that drive interaction and community-building. Some of these have been proven to work in other genres such as MMOs and are beginning to filter into the social games market; others are easily visible and quite familiar in real life, but have yet to be seen in the design of social games. In this talk we will draw from both proven game design and from anthropology and sociology and explore the social potential of social games.
Takeaway: Learn about core human psychology driving social games, and walk away with a clear list of game mechanics that encourage social structures and human relationships, thereby driving retention.
Eligible Passes:Summits and Tutorials PassAll Access Pass

I will endeavor not to take an hour and 15 minutes this time. :)

Posted in Game talk | 10 Comments »
Game talk

ISA 2011: M&A panel video

February 1st, 2011

Video has been posted for the panel I was on at ISA 2001.

M&A Landscape for Small & Midsize Developers from Inside Network on Vimeo.

Posted in Game talk | No Comments »
Game talk

ISA2011: the M&A panel

January 25th, 2011

This afternoon I was on a panel on mergers and acquisitions in the social games market alongside a bunch of great folks. It was the last session of the day, and they asked me to go “all designery” so I did. :)

You can find a liveblog here:

ISA 2011: Live-Blogging the Mergers and Acquisitions Landscape for Small and Mid-Size Developers.

And a news article here:

ISA 2011: Small Developers Don’t Need to Sell Out Yet

You can also get the highlights of the entire conference by simply reading the search results for the #isa2011 hashtag on Twitter.

Posted in Game talk | 1 Comment »
Game talk

Speaking at Inside Social Apps

January 18th, 2011

I seem to have neglected to mention that I will be on a panel at Inside Social Apps InFocus. The event is on the 25th — next week! As I understand it, they expect the event to be full, with no registrations available at the door, so if you’re in the area, you may want to register now on the website.

The panel I am on:

M&A Landscape for Small & Midsize Developers

Paul Bettner, GM, Zynga with Friends (former Founder & CEO, Newtoy)
Sean Ryan, Director Games Partnerships, Facebook (former EVP and GM Games, News Corp)
Atul Bagga, VP Equity Research – Games, ThinkEquity
Raph Koster, VP Creative Design, Playdom (former President, Metaplace)

Some of the world’s largest media companies and game publishers have made major acquisitions of social game developers in the last 18 months. We’ve also seen consolidation in the space through several acquisitions of small-to-midsize developers. As we begin 2011, what do the shifting landscapes in the media and games industries mean for M&A activity, and potential acquisition targets, in the year ahead? We will investigate from every angle.

Posted in Game talk | 2 Comments »
Game talk

GDCOnline: my Social Mechanics talk

October 8th, 2010

The intent of this talk was to do a “powers of ten” sort of look at multiplayer mechanics… not really to describe anything new, but instead to try to take the whole big spectrum of what we think of as multiplayer game design, and do a cross-disciplinary look at it. I covered a bit of game theory, a bit of psychology, a bit of evolutionary biology, a touch of history, a heavy dose of sociology, a dash of social networking theory, and of course, game design stuff.

My hope was that when done, it would both serve as a good context for thinking about multiplayer games of several sorts, and also as just a plain old reference, something to point at when discussing things like what the impact of gifts and wall posts are in social games, or why some MMOs have longer retention cycles.

So here it is as a PDF, for your perusal. I tried to make the slides stand on their own as much as I could, but of course, the actual voiceover would make many slides more comprehensible. For that, look for the actual session recording to appear on the GDC Vault.

Long-time readers will notice that there are bits here that reference and repeat elements of much older presentations. I recommend following up this one with the math-heavy but extremely related presentation on social network theory Small Worlds: Competitive and Cooperative Structures in Online Worlds (PDF), if you have not seen it before… I gave it back in 2003, a year before Facebook launched. :) It digs a lot deeper specifically into many of the characteristics of large scale-free networks in games.

Posted in Game talk | 18 Comments »
Game talk

GDCOnline: AAA to Social Games coverage

October 6th, 2010

A few sites covered the talk I gave on John Donham’s behalf here at GDC Online.

I do think Gamespot commenters interpret my little dig at SWTOR a bit too negatively — it wasn’t a dis but rather a gentle dig, considering that most of the team leaders there are good friends, and one of them was in the front row. :)

The slides are actually John’s to post, so I won’t do so here unless he tells me to, but Tami’s liveblog actuall captures the specific slides rather well.

Posted in Game talk | 3 Comments »
Game talk

Thoughts on Cow Clicker

October 6th, 2010

Earlier today, after watching Ian Bogost’s GDCO talk about Cow Clicker, I tweeted “I don’t think Ian learned the right things from Cow Clicker.” I got a lot of questions about that, so here goes:

Let me start with the fact that Ian is a friend, and we have had plenty of volatile and engaging debates on any number of game-related subjects. Let that fact color everything I proceed to say.

So  I mentioned to him after his talk that he made an artifact that was a subtle and complex critique of a genre, using the genre itself, and got it to 50,000 people plus a bunch of press, who engaged with it on its own terms, and built upon it in creative directions as well as using it as a springboard for their own debate and commentary, even if only via ironic play of the same.

Ian reads this as a failure to some large degree, whereas to me, failure would have been if no one cared.

I read it as tremendous success, and also as validation of the notion that the limitations we see in the games today are not inherent to the social game paradigm (since his game managed to subvert and extend those paradigms through sheer intent). His game is proof positive, to my mind, that the games are not only cow clicking!

I say this even as I agree with elements of his critique. But I think he doesn’t give himself enough credit here. But Ian is a “glass half empty” kind of guy by his own admission, and the project did start out as satire…

I also think that there is a danger in saying, as he did, that he is concerned that people actually play Cow Clicker for entertainment. It is a mistake for a creator, IMHO, to believe that they “own” the “proper” uses/interpretations of their creation once it leaves their hands, and it has a whiff of worrisome elitism. This may perhaps be implicit in its origins as a satire. When I mentioned this point to him, he agreed, but said “But I don’t need to like it.” And that is also equally true.

The talk also had a bunch of stuff in it about audience, and I think that one of the elements there that set me off on that front was the notion that say, the creators of The Suite Life on Disney Channel don’t feel proud of what they do, and I think that is also a pretty dangerous avenue to go down.

That said — All props to Ian for seriously engaging with the topic enough to go as far as he did – it shows a level of intellectual honesty and rigor that few would venture to. I was one of those who said to him “you really should make one of these or seriously engage with them before you level this magnitude of accusation against them” and he took me up on it in spades. So my comment is in no way an attack on him, but rather a continuation of the debate. :) In many ways, what he did was a brave act of game design. Most are content to carp from the sidelines. I just wish he gave his resulting work, and his audience, a bit more credit. :)

Posted in Game talk | 29 Comments »
Game talk

Will cloud gaming kill social games?

August 17th, 2010

“Cloud gaming could completely change how the video games industry works,” [EEDAR CEO Greg Short] said. “Why would you play FarmVille when you can play World of Warcraft on the same machine?”

via EEDAR: Cloud gaming could kill Farmville | Games Industry | MCV.

No, Greg. Let’s not confuse a delivery mechanism for an audience. A huge part of the audience that likes social games doesn’t like World of Warcraft. I know this is shocking and bizarre to hear, so let me reiterate it. They don’t like the games you do.

It is true that cloud gaming offers higher levels of presentation right now. What it doesn’t offer is the right sort of content for the mass market audience.

Could you deliver a social game that has broad appeal via cloud gaming service? Sure. You could have done it via a Playstation 3 too. But nobody did it because of the audience mismatch. And the cloud gaming services’ prime selling point is that they deliver high-end graphics.

We are already seeing social gaming move onto mobile devices that have plenty of power to deliver fancier graphics. And when we do, we see that it isn’t the graphics that make the difference. It’s the gameplay. And the fact is that overall, and granting that there is plenty of evolution to come, social games have the right gameplay for the mass market.

Posted in Game talk | 60 Comments »