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

The whole Web
Raph's Website


Essays
These are full-blown essays, papers, and articles.

Presentations
Slideshows and presentation materials from conferences.

Interviews and Panels
Reprints of non-game-specific interviews, and transcripts of panels and roundtables.

Snippets
Excerpts from blog, newsgroup, and forum posts.

Laws
The "Laws of Online World Design" in various forms.

Timeline
A timeline of developments in online worlds.

A Theory of Fun for Game Design
My book on why games matter and what fun is.

Insubstantial Pageants
A book I started and never finished outlining the basics of online world design.

Links
Links to resources on online world design.



The safe world, or Why say "leave out" combat? Let's just not add it in

If we are working towards virtual realities, as I think we are, then I think that there's a problem set there to solve. And we can reduce it by going with a smaller design, sure--one tailored to that vast group of people who would rather not deal with certain aspects it is possible to simulate, such as violence. As Dr Cat said, we can choose not to add in combat.

But somebody is gonna add combat. And since I was (and still am, though my interest is shifting) interested in tackling many of the problems that arise with an environment that includes as many of the experiences life offers as can be made interesting, I regard it as "leaving it out." That's not intended to be derogatory towards those who leave it out; they are not trying to address the same problem set, is all. I want to tackle the problem set of the day when we have a MUD (read: spatial, multi-user) interface to the entire Internet, which I don't think is that far away.

Quite beyond that, I have serious doubts about the commercial feasibility of a server that's completely safe. Not because of the lack of interest, but because of the amount of cops you have to pay to keep it safe. I use as my rule of thumb whether or not we're willing to pay enough cops to keep us safe in the real world, where the stakes are a lot higher. :( Yeah, we can code Toontown laws of physics, and people will still find ways to screw each other over. Because fundamentally, that's what a safe environment is promising: nobody will screw you over. And I can't currently design a way around that. I doubt I will ever be able to. You can reduce the problem set, but the problem doesn't go away... what's worse, the safer you say you are, the more of a target you paint on your chest. A nasty dilemma.

As an aside, I'd also like to whap everyone who said that the designers of UO ignored the history of the online game development field upside the head, please. ;)

Whew, that was an outpouring. Basically, I cheer on the "safe game" designs. Love to see how you do it. Am openly skeptical about how you'll do it. Hope you prove me wrong. And I go about it in a more cynical way. ;) UO was intended as just a microcosm, you see. The fact that it is as dangerous as it is speaks, IMHO, more to human nature than anything else...

Child's Play


A Theory of Fun
for Game Design

Cover of A Theory of Fun

Press

Excerpts

Buy from Amazon


After the Flood

Cover for After the Flood CD

Available on CD
$14.99


More stuff to buy

Gratuitous Penguin 2006 Wall Calendar

Gratuitous Penguin 2006 Wall Calendar
$18.99


Receive CafePress Updates!

LegendMUD

click here to visit the Legend website

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