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Raph Koster

Raph Koster

Game designer, author, speaker

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Raph Koster
Raph Koster
Game designer, author, speaker
  • Blog maintenance

    Hours March 8, 2011 Categories Misc

    Two updates to keep people apprised of:

    1. My hosting service, Bluehost.com, is moving the blog to a new data center. This will happen “between 10 PM, March 7th and 5 AM March 8th (MST), during low traffic periods.” This means the blog will be down during those times. They expect it to take 1-3 hours.
    2. You may have noticed, if you ever go over there, that the Theory of Fun site is currently down. It is in the process of moving as well, only with a lot more hassle because it’s changing providers as well. So there’s probably a 1-3 day delay there while that happens. Once it comes back up, I am thinking of doing updates on it — it was an old-school hand-coded site back in 2004 when I made it, and now it looks hopelessly out of date.

    Read More Blog maintenanceContinue

  • Press from Social Mechanics talk

    Hours February 28, 2011March 15, 2011 Categories Game talk
    Comments 7 Comments

    Funny how all the commentary has moved to Twitter and is no longer found on blogs these days! 🙂  But here’s a few anyway [Edit: I keep adding them as I find them..]:

    • Gamasutra
    • Wonderland Blog
    • TiltFactor
    • foobt blog
    • BoingBoing
    • Motivate. Play.
    • The Silicon Valley Experiment (German) — Google translated here
    • TIG.com (Korean)

     

     

     

    Read More Press from Social Mechanics talkContinue

  • GDC11: slides for Social Mechanics talk

    Hours February 28, 2011 Categories Game talk
    Comments 6 Comments

    As promised in the talk itself, here are the slides for the talk I just gave on “Social Mechanics for Social Games” — an updated version of the talk I gave back at GDC Austin.

    Social Mechanics for Social Games (PDF)

     

    Read More GDC11: slides for Social Mechanics talkContinue

  • Speaking at #gdc11: Social Mechanics, again

    Hours February 25, 2011 Categories Game talk
    Comments 10 Comments

    I am doing a revised, streamlined version of my Austin GDC talk on Social Mechanics, this time sprinkled through with more references specifically to social games. It’ll be at the Social and Online Gaming Summit, Monday at 3pm.  Here is the event listing:

    Social Mechanics for Social Games [SOGS Design]Speaker/s: Raph Koster (Playdom)
    Day / Time / Location: Monday 3:00- 4:00 Room 134, North Hall
    Track / Format: Social & Online Games Summit / Lecture
    Description: Many have accused social games of not really being social. But they are underpinned by many classic social mechanics that drive interaction and community-building. Some of these have been proven to work in other genres such as MMOs and are beginning to filter into the social games market; others are easily visible and quite familiar in real life, but have yet to be seen in the design of social games. In this talk we will draw from both proven game design and from anthropology and sociology and explore the social potential of social games.
    Takeaway: Learn about core human psychology driving social games, and walk away with a clear list of game mechanics that encourage social structures and human relationships, thereby driving retention.
    Eligible Passes:Summits and Tutorials Pass, All Access Pass

    I will endeavor not to take an hour and 15 minutes this time. 🙂

    Read More Speaking at #gdc11: Social Mechanics, againContinue

  • Designing for community

    Hours February 1, 2011February 1, 2011 Categories Game talk
    Comments 44 Comments

    Yeah, yeah, I’m writing about this again. 🙂

    Tobold’s got a post on community in MMORPGs.

    We can’t get to a really better community, where all the goodwill is felt from the bottom of the heart, without the players themselves contributing to that. I still remember my first day in Everquest, where a complete stranger helped me and even gave me a magic necklace, for no gain to himself. It is hard to blame developers for the fact that such behavior has become so rare.

    Designers design the social environment by commission or omission. If they ignore it altogether, then there will be an accidental mishmash of features and the result is fairly unpredictable.  Mind you, this doesn’t mean that paying close attention to it is going to work well either. Players respond to the environment they are given.

    Read More “Designing for community”

    Read More Designing for communityContinue

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