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Raph Koster

Raph Koster

Game designer, author, speaker

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Raph Koster
Raph Koster
Game designer, author, speaker
  • “Making of UO” articles at MMORPG.com

    Hours February 17, 2012February 16, 2012 Categories Game talk
    Comments 21 Comments

    Read them here: Ultima Online UO General Article: The Making of a Classic Part 1 and part two.

    I wasn’t able to really sit down with Adam Tingle, the author, but he did run around the blog archives a fair amount. There’s some inaccuracies here and there, but it’s a decent overview.

    Some things I spotted:

    Throughout 1979 Garriott would design his computer role-playing game, revising it, adding to it, showing his friends, and finally when “D&D 28b” was finished, he renamed it Aklabeth…

    It’s “Akalabeth” not “Aklabeth” — you can actually play it on your iOS device these days.

    Read More ““Making of UO” articles at MMORPG.com”

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  • Awesome paper on games math

    Hours January 27, 2012 Categories Game talk
    Comments 10 Comments

    Giovanni Viglietta of the University of Pisa has posted up a paper called “Gaming is a hard job, but someone has to do it!”. 

    In it, he not only analyzes a variety games to determine their complexity class, but he also arrives at a few metatheorems that are generically applicable for all game design. In other words, “include these features and your game gains fun.”

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  • Narrative isn’t usually content either

    Hours January 26, 2012January 26, 2012 Categories Game talk, Gamemaking
    Comments 43 Comments

    When I said that narrative was not a game mechanic, but rather a form of feedback, I was getting at the core point that chunks of story are generally doled out as a reward for accomplishing a particular task. And games fundamentally, are about completing tasks — reaching for goals, be they self-imposed (as in all the forms of free-form play or paideia, as Caillois put it in Man, Play and Games) or authorially imposed (or ludus). They are about problem-solving in the sense that hey are about cognitively mastering models of varying complexity.

    Some replies used the word “content” to describe the role that narrative plays. But I wouldn’t use the word content to describe varying feedback.

    In other words, perverse as it may sound, I wouldn’t generally call chunks of story “game content.” But I would sometimes, and I’ll even offer up a game design here that does so.

    Read More “Narrative isn’t usually content either”

    Read More Narrative isn’t usually content eitherContinue

  • HULKGAMECRIT and me

    Hours January 25, 2012 Categories Game talk
    Comments 3 Comments

    From Twitter and the hilarious HULKGAMECRIT.

    HULKGAMECRIT: @raphkoster @ibogost @larsiusprime HULK WONDER WHAT FFEDBACK WOULD LOOK LIKE IF HYBRID GAME DESIGN & WRITER WERE TAKE CONTROL OF NARRATIVE!

     

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  • Fun vs features

    Hours January 25, 2012January 25, 2012 Categories Game talk
    Comments 12 Comments

    You have a system. Let’s say it’s a system where you can throw darts. And you have to open your bar in one week.

    Throwing darts might have a bad interface. The dartboard might be too small or too big or poorly lit. Darts may be a perfectly nice idea, but the implementation of it needs tuning.

    At this point, you have a feature, but not fun. It’s gonna take you four days to make it fun.

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  • Blog
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