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Raph Koster

Raph Koster

Game designer, author, speaker

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Raph Koster
Raph Koster
Game designer, author, speaker
  • Ultima Online is Twenty

    Hours September 24, 2017 Categories Game talk
    Comments 4 Comments
    The early UO team, from Nov 3rd 1995's issue of the internal Origin newsletter
    The early UO team, from Nov 3rd 1995’s issue of the internal Origin newsletter

    Today marks the twentieth anniversary of Ultima Online‘s launch day.

    Funny enough, I have no particular memories of that day.

    I’ve written a fair amount about UO in the past, so I am at a bit of a loss as to what to say, other than “thank you” to the folks who hired me and let me work on it, and “thank you” to the players who played and continue to play it. It has been an honor.

    I posted on Twitter and Facebook asking for questions to answer and stuff to write on. One problem is that I can’t remember what stories I have told when… about the wisps? About tillerman stories? About the books system? Sherry the Mouse? The birth of orc roleplay? About burning to death in Ultima 8? About third party tools? About trying to develop 3d terrain? About character customization, which wasn’t really a thing before UO — and the faces system that didn’t quite make it? I just don’t remember. So if you want to hear more about anything from the way early days, let me know here or on Twitter or Facebook or whatever, and I’ll see about doing replies in a fresh post.

    In the meantime, these are some of the past posts on UO that I would recommend on the blog:

    • UO’s resource system parts one, two and three. These describe how the underlying world of UO works — from the “infamous dragon example” that never came to fruition, to how it still underpins crafting and AI.
    • A UO postmortem of sorts, which is a written one I did and not the same as…
    • UO Classic Game Postmortem, which was a GDC Online panel.
    • The evolution of UO’s economy
    • Database ‘sharding’ came from UO?
    • How UO rares were born
    • Random UO anecdote #2
    • Random UO anecdote #1
    • Ultima Online is fifteen
    • “Making of UO” articles at MMORPG.com — these are actually my notes on
    • The end of the world covers several games, but includes the story of the end of beta.

     

    Read More Ultima Online is TwentyContinue

  • What old tennis players teach us

    Hours September 22, 2017September 22, 2017 Categories Game talk

    First, read this article on how older players have come to dominate the top ranks of tennis, and how the reason why is probably money.

    I found this utterly unsurprising, and here is why.

    These things are axiomatic:

    Read More “What old tennis players teach us”

    Read More What old tennis players teach usContinue

  • Consent systems

    Hours August 27, 2017August 27, 2017 Categories Game talk
    Comments 5 Comments

    I was asked on Twitter recently for references for my mention of “consent systems” in my talk on “What AR and VR can Learn from MMOs.” I didn’t have any handy at the time but today I had some free time so I went looking.

    Textual antecedents

    The basic concept can be found throughout roleplay social virtual worlds such as MUSHes. (For example: Black Ops MUSH, The Lady’s Cage MUSH, Star Wars Omens). These sorts of worlds typically do not have combat systems, and rely heavily on free-form emotes (though the commands there more often have the syntax “pose” or “emit” or the like). Like any other full roleplay environment, of course, fights and conflicts happen all the time.

    This description of how it happens in practice is pretty good: Read More “Consent systems”

    Read More Consent systemsContinue

  • Slides for my FDG17 talk on Reconciling Games

    Hours August 19, 2017August 19, 2017 Categories Game talk

    I have posted up slides for the keynote talk I gave at the Foundations of Digital Games conference. It was called “Reconciling Games” and it was about fish tanks. Well, fish tanks as an example of a naturally occurring ludic system that offers up surprising lessons for game design, across many disciplines: internal game economics and systems balancing, but also narrative, community design, and more.

    Among the key quotes from the talk (based on tweeted comments from attendees) are

    Read More “Slides for my FDG17 talk on Reconciling Games”

    Read More Slides for my FDG17 talk on Reconciling GamesContinue

  • Simple Maps improvements

    Hours August 11, 2017 Categories Misc
    Comments 2 Comments

    Map software drives me nuts, because it’s clearly designed only by engineers. I think all of these could be done with current data sets:

    If current road segment is blue or yellow and next road segment is red: “Watch out, traffic is getting heavy ahead.”

    If current road segment is red and next few road segments are clear: “Traffic is clearing up ahead.”

    If past road segment is red, current one isn’t, but the one after is, “Don’t get your hopes up, traffic is still bad ahead.”

    If current speed is significantly above average for cars in the next road segment: “Slow down, you’re about to hit traffic!” Read More “Simple Maps improvements”

    Read More Simple Maps improvementsContinue

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  • Blog
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