• A Theory of Fun website is back!

    After a bunch of painful adventures with domain registrars and WHOIS and other stuff, I am happy to say that the A Theory of Fun for Game Design book website is back.

    In the process, I also modernized it — it’s all CSS fancy now, instead of using ancient Javascript stuff to make highlighting buttons. It’s got a fresh coat of paint on it, and actually looks like it was maybe made this century, maybe.

    Check it out and let me know what you think.

  • “After the Flood” is available again

    After the Flood CD coverBack in 1999, the audio guys at Origin had spare time, and they put together this cool little program whereby people who worked there at Origin could get recording studio time.

    In my case, that resulted in my only CD, AFTER THE FLOOD, which features Matt Mitchell on bass, Todd McKimmey on bass and electric guitar, and Stretch Williams on slide guitar.

    I put it up on mp3.com back when there was such a thing, and some of the songs did fairly well — the opening track hit #9 on the folk-rock chart, for example. But then mp3.com went away.

    Then I put it on CafePress just so it wouldn’t vanish altogether. And then CafePress did away with CDs.

    So basically, it’s been out of print for years and years.

    I decided, hey, if I am going to write hundreds of songs in a spare bedroom, I should actually let someone hear them. So the CD is back! (Well, as mp3 downloads anyway).

    If you like it, leave a review, tell friends… if you don’t, blame it on it being from so long ago. 😉

    http://www.cdbaby.com/cd/raphkoster

  • Gamasutra interview post-GDCOnline

    The normally vivacious Leigh Alexander was an a contemplative mood as she posed questions to me in an hourlong interview right after GDC Online. We talked about how games are changing with mobile and social coming along and making sessions shorter and arguably less classically immersive; and how we ourselves are drifting away from the big games, as players.

    I wish more of the interview fit in the format of a Gamasutra article, because it was a great, quiet little discussion.

    “Another way to think of it is, we always said games would be the art form of the 21st century: Gamers will all grow up and take over the world, and we’re at that moment now,” he continues. “It’s all come true — but the dragons and the robots didn’t come with us, they stayed behind.”

    Yet in plenty of ways this loss isn’t even about social games, Koster believes. “We’re losing some of our most cherished things — and honestly, we already had. The more big business we got, the more that got replaced by women in too-little clothes, or guys that all look the same and have bullet-heads and everybody’s dressed in green and brown.”

    In light of the increasingly risk-averse and market-researched nature of traditional games, the increasing size of the mainstream audience has been something of a boon. “If you’d asked someone in 1998 whether there could be hit games about cooking, fashion design… a guy running over roofs, [as in Canabalt], still there’s an element of a broader frame of reference, a broader aesthetic there.”

    And while he himself is a big science fiction fan, Koster says that a wider frame of reference is “incredibly exciting” for games that can be about all kinds of things now, beyond the expected. “We lose something, but we gain something that is potentially bigger,” he reflects.

    Gamasutra – News – Raph Koster Talks Loss, Opportunity For Games In The Social Media Age.

  • RPG Fanatic interviews me

    Carey Martell, whose interview of Richard Bartle I blogged about not very long ago, stopped by the office here and did an hourlong interview with me, after we failed to connect at GDCOnline. There’s a little ancient history, some talk about the lecture I did at GDCO, and a brief sidebar on gamification in there, and I don’t remember what else.

    RPG Fanatic: Raph Koster Interview – YouTube.