game business

  • GDC2012: Slides for Good, Bad, Great Design

    Here’s the PDF: Koster_Raph_GDC2012.pdf

    Here’s the PPTX, which includes the speaker notes, which this time are extensive: Koster_Raph_GDC2012.pptx

    And the closest I can get to the speech itself is this page here, which has an image of each slide, followed by the notes… so you can just read it like an article.

    I imagine video will be up on the GDCVault eventually…

     

  • FAQ on the immersion post

    Yesterday’s post on immersion has occasioned a fair amount of commentary and questions. More importantly, different people seem to have read the post in very different ways. Given its nature, and who I was speaking to with it, that doesn’t really surprise me.

    Rather than answer them in comment threads scattered all over the place, I thought I would do it all right here. So here is a FAQ!

    Are you trolling? Please tell me you are trolling?

    No,ย  I wasn’t trolling. It was heartfelt. It was also dashed off in the middle of a sleepless night. I did not expect quite the level of passion in reply, I have to admit. ๐Ÿ™‚

    Immersion is a slippery word. What did you actually mean?

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  • Is immersion a core game virtue?

    “I feel a sense of loss over mystery… I feel a loss over immersion. I loved… playing long, intricate, complex, narrative-driven games, and I’ve drifted away from playing them, and the whole market has drifted away from playing them too,” Koster says. “I think the trend lines are away from that kind of thing.”

    — Gamasutra interview of me by Leigh Alexander

    Karateka
    Karateka

    Games didn’t start out immersive. Nobody was getting sucked into the world of Mancala or the intricate world building of Go. Oh, people could be mesmerized, certainly, or in a state of flow whilst playing. But they were not immersed in the sense of being transported to another world. For that we had books.

    Even most video games were not like worlds I was transported to. Oh, I wondered what else existed in the world of Joust and felt the paranoia in Berzerk, but I never felt like I was visiting.

    Then something changed. For me it started with text adventures and with early Ultimas. I could explore what felt like a real place. I could interact with it. I could affect it. And with that came the first times where I felt like I was visiting another world. It came when I first played Jordan Mechner’s Karateka and for the first time ever, felt I was playing a game that felt like a movie.
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  • F2P vs subs

    One of the comments on my recent posts accused me of being naive about marketing. That was a first for me. ๐Ÿ™‚

    A lot of commenters believe that free to play business models are fundamentally less ethical than other business models, that they are by nature predatory. So I thought I would offer up some simple facts.

    The typical F2P player does indeed play for 100% free. It is not a nickel-and-dime model, as some commenters think. The vast majority of players in an F2P model never pay anything at all.

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  • Product versus art

    Yesterday, I posted about ways to improve free-to-play games, which got one commentator to say that I was comparing traditional designers to creationists, and free-to-play designers as evolutionists. A science versus religion debate, in other words.

    Well, that was not really my intent. Let’s say instead empiricists versus intuitionists.

    That said, I think an important takeaway, which echoes my earlier post about dogma in programming approaches, is that taken to an extreme both approaches can be dangerous. After all, religion misapplied led to holy wars, and science misapplied led to eugenics.

    The spectrum in the case of games might perhaps be seen as intuition leads to art, and empiricism leads to treating games as product.

    Are either wrong?

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