• GDCOnline: revisiting A Theory of Fun

    So the third thing I will be doing at GDCOnline has now been announced:

    A Theory of Fun 10 Years Later

    Design | 60-Minute | Track Keynote | All
    TBD

    Ten years ago, at the very first Austin Game Conference, online gaming pioneer Raph Koster delivered an inspiring keynote on why games matter, how they teach players, and what fun is. That talk served as the foundation for his valuable book, A Theory of Fun for Game Design, challenging game makers to build entertaining, engaging, and addictive experiences. Now, for the tenth anniversary of his presentation, Koster will revisit A Theory of Fun to discuss what has changed in the science and the theory in the intervening years.

    Yup, this is actually the tenth anniversary of the original Theory of Fun talk. Hard to believe! I think most did not become aware of it until I reprised it as the keynote of the Serious Games Summit at GDC the next year… And then, of course, the book also followed later that year too.

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  • Online Game Legend

    Today the press release went out announcing that I was selected to receive the Online Game Legend Award at the GDC Online Choice Awards. This award is voted on by fellow developers, and it’s basically a lifetime achievement award.

    The Online Game Legend Award recognizes the career and achievements of one particular creator who has made an indelible impact on the craft of online game development.

    This rather leaves one thinking, “Well, now what?”

    (Warning: introspection ahead…)

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  • GDCOnline: Ultima Online postmortem

    Game Developers Conference | Check out the origin of Ultima Online at GDC Online 2012.

    This is one of three things that I’ll be doing at GDCO in Austin this October. I’ll let you know what the other two are as they get announced. 🙂 Have you registered yet? Why not?

    Speaker/s: Rich Vogel (Independent)Raph Koster (Playdom, San Diego) and Starr M. Long (The Walt Disney Company)
    Track / Duration / Format / Audience Level: Design , Production / 60-Minute / Lecture / All
    GDC Vault Recording: TBD

    Description: At first, it was mostly a team of newbies. For a while, the office space was a few rooms on a floor that was gutted for construction — you could literally walk off the 5th floor of building and plunge to your death if you weren’t careful. The artists sat in the hallway. And the team was out to change everything. Ultima Online was not only one of the first graphical MMORPGs, it also set the standard for player vs player combat and sandbox/emergent gameplay in online titles for many years to come. Three of the UO team’s chief members — Raph Koster, Rich Vogel, and Starr Long (all of whom went on to shape the online gaming landscape) — will deliver a postmortem on the landmark title, reflecting on the challenges they faced from early development to maintaining the game well after its launch. Come learn how a combination of insane ambition and idealistic cluelessness can sometimes result in creating something that changes people’s lives and the course of an industry.

    Takeaway: Skunkworks development can actually work! Learn about the challenges in spinning up a service organization from scratch. And what exactly happened with that crazy dragons eating deer thing?

  • Two cultures and games

    In which I act like a crotchety old man urging the kids off my lawn.

    Between this piece at Gamasutra by Neils Clark (and especially Keith Burgun‘s comments in the discussion thread), and this blog post that caught my eye, “Designing for Grace”, I am struck once again by the way in which the gap between two cultures is causing strife in the game design community.

    I mean, take a look at what Jonas Kyratzes says in “Designing for Grace”:

    To say that story is a form of feedback rather than a game mechanic is not so much to make an incorrect statement (well, it is, but let’s not go there now) as to make a statement about a different matter in a different language on a different planet in a different universe[emphasis mine]

    Holy Cow. Talk about a culture gap. Now, he goes on to discuss what it is he aims for, which is “grace,” and which he defines as something very real, but that the engineering-minded cannot grasp.

    This is temper-tantrum-inducing for me, because I have been working hard on being an artist for a period approximately equal to the time that Jonas Kyratzes has been alive.

    But I have no beef with him overall, really, because Jonas Kyratzes is reaching for the value of games.

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  • GDCOnline reg is open

     

    Game Developers Conference Online 10.09.12 – 10.11.12 | Austin, TX.

    This will be the tenth anniversary of what was once known as just the “Austin Game Conference.” It has always been focused on online, from the first day, back when getting together enough people to talk about online games for multiple days was a challenge.

    Now online is where it’s at — just as we were saying all those years ago. It’s shaping up to be a a great set of sessions (disclaimer: I am on the advisory board, so I am biased!).

    Trivia: this means it will also be the tenth anniversary of “A Theory of Fun” — the original talk was a keynote at the very first conference.