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

Sliced Head Penguin T-Shirt

Sliced Head Penguin
Ash Grey T-Shirt

$16.99


LegendMUD

click here to visit the Legend website

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



Game talk

Thoughts from the LA Games Conference

April 20th, 2013

This past week I was on a panel at the Digital Media Wire LA Games Conference.

The big thing that I wanted to get across to people attending is that many publishers are really caught in a bind. They aren’t willing to take on speculative projects, which is what smaller indies want and need. They ask for vertical slices or even profitable titles before they are willing to sink money into something. But developers are starting to conclude that if they can get a title to that point, they may as well just ship it and make money for themselves. Stuff like the recent financial postmortem of Dustforce shows how many folks are quite willing to trade higher income for creative freedom instead.

With over 50% of developers now describing themselves as independent, and showing a marked preference for platforms with as little publishing friction as possible, we’re going to see a lot of smaller games, a lot of “at bats” for a lots of developers. And odds are greater that some chunk of those will establish a new franchise successfully than a big publisher will. I tossed some guesstimates for team sizes for next gen console development at Chris Early from Ubisoft, and my guess of six studios and 1500 people for a single game was too low for even current gen Assassin’s Creed (he said it took eight studios (!) which is a stunning feat of coordination).

So 1500 people for three years and one game; or half the active industry — let’s say 15000 people — making a game a year in teams of five. That’s a lot of smaller bets. That’s where the next Valves, Rovios, Blizzards will be born. And as predicted, there will be a lot fewer big AAA titles out there than in the past, as their manpower falls and risk aversion continues to rise.

Here’s a few bits of coverage of the conference:

Read the rest of this entry »

Posted in Game talk | 2 Comments »
Game talk

Keynoting GDC China

November 13th, 2012

I’ve been sadly neglectful of this blog! In the last few weeks, particularly, because I have been fighting off some sort of nasty flu thing… still have a lingering cough, in fact, and it’s been more than two weeks!

So that meant that while I was flat out in bed, I missed the official announcement about the talk I am giving at GDC China this weekend. It’s been years since I was in Shanghai, so I am looking forward to this!

As far as what the talk is about… well, it’s sort of an extension of the lines of thought from the Project Horseshoe talk Influences and the GDC Online talk It’s All Games Now, and even a little bit from the Theory of Fun 10 Years Later talk. Basically, it’s about the patterns of thinking that games tend to encourage… and how these ways of thinking may be affecting us culturally. After all, if games do their work in large part via neuroplasticity, then that means that the cognitive habits we are picking up as gamers must be having an impact on how we think about, well, everything.

What might those cognitive habits be? And what impact might that have?

It’s a keynote, and supposed to be “inspirational,” so it’s in a lot of ways a rather light treatment of the subject… but I think there’s a lot to dig into there, and not all of it is unalloyed good… instead, it will be a picture of trade-offs. For example, just recently I read an article on how the neural pathways for empathy and the neural pathways of logical thinking seem to be mutually exclusive; you can’t do both at the same time. You have to emotionally detach yourself to be able to do true systems analysis, but if you are conditioned to approach the world analytically, does this mean that you are conditioned to avoid empathy? Pure speculation, and of course the answer will not be clear-cut.

Anyway, here’s the details on the talk:

Read the rest of this entry »

Posted in Game talk | 5 Comments »
Game talk

GDCOnline: UO Classic Game Postmortem

October 11th, 2012

Well, we basically winged it, but it was a blast. We told stories, mostly out of order; fessed up to bad code and goofy decisions and being painfully young; and lamented the loss of that sens of crazy freedom.

Luckily, Gamasutra has you covered if you weren’t in the full house.

In the alpha, the team had wolves that chased rabbits across the map as part of its emergent gameplay system.

In those early days, the rabbits would actually level up if they got into a fight with a wolf and managed to escape.

“People would wander off in the alpha and try to kill a rabbit, and pretty soon they were playing Monty Python: The MMO,” joked Koster.

The game was tweaked to disallow this, though Koster confesses that they left one monster rabbit in the world when the final game shipped.

I wore my original UO shirt… and forgot to point it out! Doh!

Basically, during the period when we were skunkworks and ignored by the company (it was mutual, we ignored them back) we did our own marketing. So that meant we made our own t-shirts with a made-up logo. And I still have that shirt, in surprisingly good shape for being from 1996. All credit to Clay Hoffman for making it, way back when…

 

 

Posted in Game talk | 8 Comments »
Game talk

GDCOnline: Online Game Legend

October 11th, 2012

20121011-084615.jpg

Last night i was given the Online Game Legend Award at the GDC Choice Online awards show. Rich Vogel gave a touching introduction. I think he was more nervous than I was!

This is a reasonable facsimile of the little acceptance speech I gave. The real thing was filmed and is up on twitch.tv or Gamespot somewhere… edit: Oh, here: http://www.twitch.tv/gamespot/b/335135808

I don’t feel like I deserve this, but i am happy to pretend that I do!

I want to thank all of those people whose credit I am taking, many of whom are here tonight. You know who you are. It’s 16 years worth of names and I can’t possibly say them all.

I do want to say some things that I have learned.

First, don’t make my mistakes. I’ve made many. You’ve played them. Make new ones.

Listen and learn, especially from your players.

Share it all back.

Don’t settle. Dare, instead.

Love what you do.

But a hard-won lesson here: Love your family more. Spend time with them too.

My mom asked me to say this: soy Latino. Most people don’t seem to know… So it can be done.

In theory I have more career years ahead of me than behind. I guess I’m going to have to come up with something new!

Thank you.

Read the rest of this entry »

Posted in Game talk | 8 Comments »
Game talk

GDCOnline: A Theory of Fun, 10 Years Later

October 10th, 2012

Here are the slides for the design track keynote I gave yesterday, as a PDF. Edit: thanks to Alexandre Houdent for providing a version of the PDF that works on all OSes…

Among the topics: a recap of Theory of Fun, discussion of what I would change about it today, and all the thoughts it led me to: game grammar, games as art, games as math, the ethics of games, gamification, etc. With a dash of Classical philosophy.

I had the shakes bad before I started… but it felt like it came together in the end.

Apologies to anyone whose face I rendered unrecognizable. And the unlabelled woman is Jane McGonigal.

The press coverage so far:

A challenge for you all: can you name all these people without peeking at the slides? Read the rest of this entry »

Posted in Game talk | 30 Comments »
Game talk

OGDA meeting

September 17th, 2012

On Saturday I met with the Omaha Game Developers Association in a Google Hangout for a couple of hours of interview-style questions. The whole thing was streamed live on YouTube and also captured afterwards, so here it is for those who have the patience.

Among the things we talked about:

And way more… vid after the break.

Read the rest of this entry »

Posted in Game talk | 6 Comments »
Game talk

GDCOnline: revisiting A Theory of Fun

September 6th, 2012

So the third thing I will be doing at GDCOnline has now been announced:

A Theory of Fun 10 Years Later

Design | 60-Minute | Track Keynote | All
TBD

Ten years ago, at the very first Austin Game Conference, online gaming pioneer Raph Koster delivered an inspiring keynote on why games matter, how they teach players, and what fun is. That talk served as the foundation for his valuable book, A Theory of Fun for Game Design, challenging game makers to build entertaining, engaging, and addictive experiences. Now, for the tenth anniversary of his presentation, Koster will revisit A Theory of Fun to discuss what has changed in the science and the theory in the intervening years.

Yup, this is actually the tenth anniversary of the original Theory of Fun talk. Hard to believe! I think most did not become aware of it until I reprised it as the keynote of the Serious Games Summit at GDC the next year… And then, of course, the book also followed later that year too.

Read the rest of this entry »

Posted in Game talk | No Comments »
Game talk

GDC 2012: Good bad great design talk

March 1st, 2012

I seem to have neglected to mention that I am speaking at GDC next week!

I'm a GDC Speaker buttonI’ll be the last session of the Social and Online Games Summit, giving a quick half-hour session entitled “Good Design, Bad Design, Great Design” modelled after the blog post from a while back.

What makes a design good or bad? And more importantly, what makes it GREAT? And even more, does greatness even matter, when the goal is to make money? In this talk, industry veteran Raph Koster will look at an assortment of guidelines and aphorisms drawn from a variety of fields ranging from marketing to art theory, and see how they hold up. Raph will pay special attention to what they mean for the brave new world of social gaming. Hopefully you’ll leave inspired.

Takeaway: Learn why it makes sound financial sense to reach for greatness in your work, and discover some of the science behind classic design principles from other fields.

If you’re coming, see you Tuesday 5:05- 5:30 in Room 135, North Hall.

Edit: slides are posted here.

Posted in Game talk | 2 Comments »
Game talk

Video for “It’s All Games Now!”

November 4th, 2011

The GDC Vault has posted the full video of “It’s All Games Now!”, my talk from GDC Online. And it’s one of the free ones!

I have a brief precis of it here, if you don’t know what it is about. But hey, it’s only an hour of your life, right? So go check it out even if you don’t know what it is about.

Posted in Game talk | 4 Comments »
Game talk

GDCO2011: yet more talk coverage

October 17th, 2011

Yup, a tiny bit more.

Side note, I am struck how little long-form coverage there is of talks anymore, now that so much blogging has moved to Twitter…

Posted in Game talk | 1 Comment »