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Raph Koster

Raph Koster

Game designer, author, speaker

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Raph Koster
Raph Koster
Game designer, author, speaker
  • Some thoughts on recent industry events

    Hours June 11, 2015June 11, 2015 Categories Game talk
    Comments 28 Comments

    The FTC imposes a fine on a board game creator who failed to deliver their Kickstarter.

    Developers publicly wring their hands about the reports of high refund rates on Steam.

    Everyone looks to VR, but there’s already people asking whether it is a bubble.

    What’s going on?

    There are two business models: sell something in advance using promises, and persuade a lot of people who might not like a product a lot; or give the product cheaply and charge after the fact.

    Here are some basic facts of life regarding these two models.

    Read More “Some thoughts on recent industry events”

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  • Online Game Pioneers at Work

    Hours June 4, 2015 Categories Game talk
    Comments 6 Comments

    If you are interested in online game history, you probably want to check out Online Game Pioneers at Work. Morgan Ramsay managed to corner a whole bunch of people who were key figures in online game development over the last several decades, and interviewed all of us at great length. It’s a follow-up to his earlier book Gamers at Work: Stories Behind the Games People Play.

    Among the people in the book:

    • Emily Greer telling the story of Kongregate
    • Victor Kislyi explaining how World of Tanks came to be
    • The entire incredible story of Richard Garriott
    • John Romero and the birth of the online FPS
    • Jason Kapalka explaining how PopCap was built
    • Ian Bogost being, well, Ian

    And way more… Funcom, Supercell, CCP, King, ng:moco… with a foreword by Dr Richard Bartle.

    My own chapter starts clear back with MUDs, and goes up through departing Disney, including the business saga of Metaplace. The book has an emphasis on the business side of things, more so than the design side, so it often gets into telling the nitty-gritty stories of how companies get built and manage to stay alive.

    Read More “Online Game Pioneers at Work”

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  • An Industry Lifecycle

    Hours June 2, 2015June 2, 2015 Categories Game talk
    Comments 23 Comments

    002A new platform on which to play games is invented. It might be a new graphics technology (Vector graphics! Color! 3d! VR!). It might be a technical advancement of a different sort (Modems! Servers! Streaming! D-pads! Small screens! Big screens! Touch screens!). It might just be a new marketing channel (Games in bars! Games at home! Games in restaurants! Games in stadiums!).

    Its distinguishing characteristic is that it is worse at the old sorts of games than the existing platforms, but better at something new.

    It’s still cheap to make something for it, usually, and it’s risky. Big companies stay away, or they try porting over something that has worked before. It doesn’t do great because it’s a mismatch for the new capabilities — and restrictions — of the new platform.

    Small companies make something that fits the new platform well. Maybe it has the right controls, because the new platform offers something new. Maybe it has the right interface, or the right play session length, because of the new platform demands on the player.

    It’s almost inevitably something new in mechanics, with fresh game system design in some fashion. It has to be, you see, to take advantage of what the new platform offers.

    Read More “An Industry Lifecycle”

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  • Did Star Wars Galaxies Fail?

    Hours April 27, 2015August 6, 2018 Categories Game talk
    Comments 70 Comments

     

    SWG postmortem series:

    1. Temporary Enemy Flagging in SWG
    2. A Jedi Saga
    3. SWG’s Dynamic World
    4. Designing a Living Society, part one
    5. Designing a Living Society Part Two
    6. Did Star Wars Galaxies fail?

    This is the last post on SWG for, well, a while. I am sure there are plenty of other things to say and more questions that could be answered, but… it feels like a natural stopping point. I must say, the response to these essays has astonished me. Here’s hoping you’ll all care as deeply about the next game I make…

    Why now?

    logowhite

    I’ve gotten a lot of questions as to why I am writing this series of posts about Star Wars Galaxies now. Do I have something to sell?

    No, I don’t have anything to sell. This past week was the fifteenth anniversary of that small SWG team first forming in Austin, refugees from Origin. We were a bit over a half dozen. It’s also ten years since the NGE, and in the last few years, we have seen a lot of changes for a lot of parties involved. I was asked some questions by a former player, and for once, it just felt like the time to answer them.

    bullet

    So, was it a failure?

    Well yes, of course. And also, no. It depends how you ask the question. There are a lot of assumptions out there about how the game did, particularly in its original form. So, let’s start by tackling some of those:

    Read More “Did Star Wars Galaxies Fail?”

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  • Designing a Living Society in SWG, part two

    Hours April 22, 2015August 6, 2018 Categories Game talk
    Comments 44 Comments

     

    The SWG postmortem series:

    1. Temporary Enemy Flagging and PvP
    2. A Jedi Saga
    3. The Dynamic World
    4. A living society, part one
    5. A living society part two
    6. Did Star Wars Galaxies fail?

     

    Last time, I talked about the basic skill and economic infrastructure that Star Wars Galaxies provided. Fundamentally, these were about equality. They made the different roles played by players have the same standing in the game. However, it’s still a game, after all — players are going to engage in radically different sorts of activities, probably some will be more fun than others, and nobody is going to just “work a job” for their leisure time.

    femcharsswgjpgThere was every expectation that combat was still going to be at the heart of the game. Few social MMOs were out there at the time, though they were achieving impressive numbers. Second Life did not yet exist when we began (they actually came to visit me at the office during the early development of SWG, to talk social design and tech). The skills and actions available were dominated by fighting, and this was by and large what the market expected.

    However, we could still try to reinvent what people thought fighting meant. In the classic Diku model that players were used to, you basically had classes that were alternate types of damage-dealers. Some dealt it fast, some slow. Some could take a lot of hits, some only a few. Today we think of these as tanks and nukers. The lone support class was the healer type, who basically replenished the combatants so that they could keep going: basically, an indirect damage-dealer more than someone who actually healed.

    Given our emphasis on making a social web, we needed to think in terms of different kinds of support.

    Read More “Designing a Living Society in SWG, part two”

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  • Blog
    • Blog Home
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  • Game Design
    • Game Design Home
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    • Snippets
    • Laws of Online World Design
    • The Online World Timeline
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