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Raph Koster

Raph Koster

Game designer, author, speaker

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Raph Koster
Raph Koster
Game designer, author, speaker
  • Three more games leave Slamdance

    Hours January 9, 2007 Categories Game talk
    Comments 6 Comments

    The Braid blog has the scoop. Jon calculates this is now 40% of the jury-selected games.

    Read More Three more games leave SlamdanceContinue

  • Sorry, Jeff — MTV gave me your line

    Hours January 9, 2007 Categories Game talk
    Comments 11 Comments

    An interview with MTV News just went up, mostly about the overall landscape of MMORPGs and how they have and haven’t changed since the MUD days.

    When doing the interview, Stephen Totilo said to me that an Austin designer had told him that I measured MMOs based on “time to penis.” I told him, “I think I’ve heard that, but I don’t think I said it. But it’s a good metric!”

    Now, of course, we know the term is properly called “time to cock” and it can be credited to the fertile (er, sorry, must pun) mind of Jeff Freeman (whose recent post about thermostats interfaces is a must read for game designers. No, really. Ponder it next time you look at your character sheet).

    Read More “Sorry, Jeff — MTV gave me your line”

    Read More Sorry, Jeff — MTV gave me your lineContinue

  • Utne Reader cover story on games

    Hours January 8, 2007January 9, 2007 Categories Game talk
    Comments 14 Comments

    It’s available on the web, and it argues that games may be driving gamers to be more conformist — because they teach you to solve the problems presented, not to break out of patterns and truly innovate. As part of the basis for this argument, the author uses my book a fair amount.

    But I think it’s a mistake to perceive the ordinary daily play of games as being the only way to engage with games. In the book I presented a grid of engagement that was derived from this old post to MUD-Dev. I think that even though games may primarily teach you to, well, move through the game, they also encourage engagement in other ways — these days, often explicitly. So I don’t have nearly as negative a takeaway here as the author of this piece does, though I do think that it’s important to consider what limitations games have in terms of how and what they teach.

    Read More Utne Reader cover story on gamesContinue

  • flOw quits Slamdance too

    Hours January 8, 2007 Categories Game talk
    Comments 5 Comments

    Go here for their statement. Fl0w was one of my favorite games of this year, as it happens… I still play it even though I have “beaten” it so to speak.

    Previously: Braid ditches Slamdance.

    Read More flOw quits Slamdance tooContinue

  • Second Life releases client as open source

    Hours January 8, 2007 Categories Game talk
    Comments 14 Comments

    They’ve been talking about it for years, and now here it is: the Second Life client is now under the GPL. This has big implications for the improvement of the client performance, usability, and distribution. Congrats on taking this step, guys!

    Read More Second Life releases client as open sourceContinue

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  • Blog
    • Blog Home
    • Recommended posts 1998-2012
    • Recommended posts 2012-2017
    • Recommended posts, 2017-2025
  • 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
  • Books
    • All the Books
    • Postmortems
    • Theory of Fun
    • Sunday Poems
    • Other writing
      • Fiction
      • Poetry
      • Lit Crit
  • Music
    • My Music
    • After the Flood
      • Amazon
      • iTunes
      • Spotify
    • Listen
    • Instruments and tunings
  • Art
    • Art Home
    • Pencils
    • Pen and Ink
    • Cartoons
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  • About Raph
    • About Me
    • CV
    • Contact Raph
    • Press kit
    • Hobbies
      • Emulation
      • Fish tanks
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