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Raph Koster

Raph Koster

Game designer, author, speaker

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Raph Koster
Raph Koster
Game designer, author, speaker
  • The Experimental Gameplay Workshop call for submissions

    Hours December 28, 2008 Categories Game talk

    The Experimental Gameplay Workshop has issued its call for submissions for 2009. Jonathan Blow says

    It’s a two-hour showcase of unusual and cutting-edge game designs. Each designer gives a ten- or fifteen-minute presentation of each game, including a live demo.

    We’re now looking for submissions for the 2009 workshop, which will be happening in March. If you make unconventional kinds of games, I encourage you to apply. Or, tell your friends. Or do both.

    For me “telling your friends” means blogging it, so I did. 🙂

    Read More The Experimental Gameplay Workshop call for submissionsContinue

  • Laptops have overtaken desktops

    Hours December 26, 2008December 26, 2008 Categories Game talk
    Comments 37 Comments

    In another display of the ways in which the world of PC gaming is shifting, laptop shipments exceeded that of desktops for the first time ever in the third quarter of ’08.

    A big part of the reason? Netbooks, which are

    • skimpy on graphics hardware, and can’t run big AAA games
    • often don’t even have an optical drive from which to install big games
    • super-portable, thanks to small screens that have resolutions as low as 1/4 the resolution of a desktop monitor
    • fundamentally designed to be connected

    The shift here is notable, because it all speaks to convenience rather than immersion. Small bites, not big ones. In fact, the Acer Aspire One netbook was the #3 seller in consumer electronics, behind a 52 inch TV and the 8GB iPod.

    I was struck by the fact that there’s a whole song on the Dr. Horrible’s Sing-Along Blog DVD commentary musical “Commentary!” (uh… just go get it, it’s too hard to explain) that is about a game. Not Far Cry 2. Not Left 4 Dead. No, it was about Ninja Rope. Usually if our industry gets big shoutouts from other media, it’s for a AAA game… But they played Ninja Rope on an iPhone — a transitional device halfway between a phone and a netbook itself.

    Meanwhile… Amazon doesn’t even mention the PS3 and the 360 sales this holiday season, focusing instead on how the Wii dominated the charts; going into Xmas, there were as many Wiis in households as 360s and PS3s combined. Again — lower res, simpler controls, simpler games (which has some folks really mad!).

    I wonder what a true AAA game designed for a netbook would look like?

    Read More Laptops have overtaken desktopsContinue

  • Rara Racer is brilliant

    Hours December 24, 2008December 24, 2008 Categories Game talk
    Comments 7 Comments

    There are games about games. Then there’s games about gaming. And then games about how we live our lives. Rara Racer is one of those latter ones. I think. Astonishing considering it was developed in 48 hours for an indie games competition. Don’t be misled by the screenshot.

    Ludum Dare » Blog Archive » Rara Racer – Finished.

    May your days be merry and bright!

    Read More Rara Racer is brilliantContinue

  • Original Theory of Fun & Grammar of Gameplay talks reposted

    Hours December 24, 2008December 24, 2008 Categories Game talk
    Comments 2 Comments

    The “Theory of Fun” website is down, caught between two webhosts, and has been for a while (with the book out of print, it hasn’t been a priority to sort out). But I keep getting requests for the materials that were hosted there and not here, so here they are.

    • The PDF of the original AGC 2003 keynote and Serious Games Summit 2004 keynote, “A Theory of Fun.” This is the black and white cartoon one with the low-res, that turned into A Theory of Fun for Game Design, the book.
    • The PDF of the GDC 2005 advanced design lecture “A Grammar of Gameplay,” which sort of kicked off the current wave of “game grammar” stuff. As you can see, Dan Cook’s diagrams are much prettier than mine. 😉 Just picture one of his atoms fitting inside one of the boxes I drew though.
    • The PPT of the Training Fall 2005 keynote “Why Games Matter,” which is sort of rehashing ATOF for a non-game-developer audience.

    Read More Original Theory of Fun & Grammar of Gameplay talks repostedContinue

  • No, Keanu, please don’t

    Hours December 23, 2008 Categories Watching
    Comments 6 Comments

    Cowboy Bebop: Neo Still Plans On Claiming Spike Spiegel Role.

    Read More No, Keanu, please don’tContinue

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  • Blog
    • Blog Home
    • Recommended posts 1998-2012
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  • Game Design
    • Game Design Home
    • A Theory of Fun site
    • Presentations
    • Essays
    • Interviews and panels
    • Snippets
    • Laws of Online World Design
    • The Online World Timeline
    • MMO History Links
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    • All the Books
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      • Poetry
      • Lit Crit
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    • My Music
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