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Raph Koster

Raph Koster

Game designer, author, speaker

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Raph Koster
Raph Koster
Game designer, author, speaker
  • Korea Supreme Court rules virtual currency convertible

    Hours January 12, 2010 Categories Game talk
    Comments 12 Comments

    Korea Supreme Court rules virtual currency convertible – PlayNoEvil

    I think the headline says it all.

    Read More Korea Supreme Court rules virtual currency convertibleContinue

  • Oh, Avatar

    Hours January 10, 2010 Categories Watching
    Comments 31 Comments

    So, I finally got around to watching Avatar yesterday. In 2d, not 3d, as it happens.

    I enjoyed it a lot. It was fun, and yes, it even left me thinking. But it left me thinking in probably not the way that the filmmakers intended, because the core problem with it and the reason, I think, why so many people have a hard time with it, is because it is a great entertainment that is intellectually dishonest.

    Spoilers below.

    Read More “Oh, Avatar”

    Read More Oh, AvatarContinue

  • The Psychology of Video Games blog

    Hours January 7, 2010 Categories Game talk
    Comments 15 Comments

    There is a wonderful new blog up called The Psychology of Video Games, written by Jamie Madigan, who has a PhD in psychology. It basically looks at individual “brain hacks” so to speak and explains specific incidents in games using them (similar to how I’ve referenced these brain hacks in that Games Are Math talk, in the second half; or even in A Theory of Fun)…

    So far he has done posts on

    • confirmation bias
    • the commitment fallacy
    • fundamental attribution error
    • the hot hand fallacy
    • arousal and decision making
    • loss aversion
    • variable reinforcement and dopamine
    • sunk costs
    • contrast effect

    The articles are lucid and funny… love the use of footnotes for humor. 🙂 And it’s a great intro to the overall topic for those of you who have not dug into this stuff before. I can’t want to read more.

    To be sure, some players get lots of kill streaks because they are tiny, radiant gods of destruction whose skills at the game put every last member of the Boston Celtics to shame (who prefer Halo 3, after all). But skill aside, does the kill streak system in MW2 work in the sense that it gives players some momentum that propels them towards otherwise unreachable acts of virtual carnage? Is a player who has 10 kills in a row any more likely to get the 11th one needed to unlock a kill streak reward than he is to get the first kill?

    Nope, says the science of psychology and basic probability theory. It’s all in their head because splash damage and javelin glitch abuse aside, each shot is basically an independent event. For any given player, any perception of kills clustering together more than usual is just a product the human brain’s tendency to see patterns where there are none –a phenomenon called “apophenia” by psychologists trying to win at Scrabble.

    Read More The Psychology of Video Games blogContinue

  • A smart use of Moore’s Law

    Hours January 6, 2010 Categories Misc
    Comments 13 Comments

    In the past I have written and spoken about what I called “Moore’s Wall,” which could be summarized as the notion that expanding computing capabilities give us higher bars to reach which then result in higher costs and development times, and not actually better products.

    Well, Toshiba just announced a TV at CES that circumvents this in a clever way. The TV has a Cell chip in it, which makes it outrageously powerful for a TV. So powerful that it can in fact do silly things with the extra processing power, such as interpolate frames, or do special video effects.

    Or render the image twice at full speed, so that it can turn any signal into a 3d image.

    In effect, this means that the problem in Moore’s Wall is sort of circumvented to a degree; instead of upping the caliber of the content needed, it just uses the computing power to transform the content we already have.

    I like this notion, in part because it has a lot in common with notions about standard formats and the like. But it also makes me propose a parlor game: what would <insert device here> be like with insane computing power but no changes to the rest of the technology? We have started to see glimmers of that with the way in which phones and iPods have been changing, of course, and the idea of networked fridges that detect spoiling food has been out there forever… but I am wondering about things like this, which seem to magically upgrade everything we already had.

    Read More A smart use of Moore’s LawContinue

  • A whole bunch of news tidbits

    Hours January 5, 2010 Categories Game talk
    Comments 9 Comments

    Boy, have I neglected the blog. Here’s some stuff I said to myself, “I should blog that” that flew by.

    • Near Death Studios, the company that has been behind Meridian 59 for the last nine years or so, is closing. The game will keep running, but it won’t be a business concern anymore.
    • The procedurally-generated MMO Love is going into a (paid) open beta on the 7th.
    • Looks like Second Life is surrendering another piece of its hacker/geek culture legacy with the move towards real names. This is really part and parcel of an overall move towards greater usability and mass market acceptance, of course.
    • Today Google intro’ed their new phone. And at the same time, here’s Adobe’s video of Flash 10.1 (not Flash Lite) running on it. Full Flash, on a phone.
    • I tweeted this, but Marc LeBlanc’s list of the top board games of the decade is good reading.

    Read More A whole bunch of news tidbitsContinue

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  • Blog
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