game history

  • Online Game Pioneers at Work

    If you are interested in online game history, you probably want to check out Online Game Pioneers at Work. Morgan Ramsay managed to corner a whole bunch of people who were key figures in online game development over the last several decades, and interviewed all of us at great length. It’s a follow-up to his earlier book Gamers at Work: Stories Behind the Games People Play.

    Among the people in the book:

    • Emily Greer telling the story of Kongregate
    • Victor Kislyi explaining how World of Tanks came to be
    • The entire incredible story of Richard Garriott
    • John Romero and the birth of the online FPS
    • Jason Kapalka explaining how PopCap was built
    • Ian Bogost being, well, Ian

    And way more… Funcom, Supercell, CCP, King, ng:moco… with a foreword by Dr Richard Bartle.

    My own chapter starts clear back with MUDs, and goes up through departing Disney, including the business saga of Metaplace. The book has an emphasis on the business side of things, more so than the design side, so it often gets into telling the nitty-gritty stories of how companies get built and manage to stay alive.

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  • RIP, Ralph Baer

    During a business trip for Sanders to New York City in 1966 I found myself waiting for another Sanders engineer at a bus terminal; he was going to join me for a meeting with a client. I took advantage of my free time and jotted down some notes on the subject of using ordinary home TV sets for the purpose of playing games. I have a distinct image in my mind of sitting on a cement step outside the bus terminal, enjoying a nice warm, sunny summer day, occasionally looking out at the passing traffic, waiting for my associate to show up and scribbling notes on a small pad. It was “Eureka” time — but of course I didn’t know that then. The concept of playing games on an ordinary TV set had bubbled up once again from my subconscious and I got that exciting feeling of “being on to something,” a feeling that is so familiar to me.

    September 6, 1966 – Genesis!

    When I got back to my office in New Hampshire on September 1, 1966, I transcribed those notes into a four-page disclosure document and tossed the New York notes into the wastebasket. In those four new pages I outlined the idea of playing interactive television games on a home TV set. That was the genesis of the industry.

    –Videogames: In the Beginning

    That’s an excerpt from Ralph’s book, which he sent to a mailing list we were both on years ago. We traded a few emails after that, where he showed himself to be a wise and thoughtful fellow, and generous with his time. Unfortunately, none of those emails seem to have survived the many transitions between computers that I have made over the last decade.

    It had been years since I had talked with him, but today was a sad day.

  • Privateer Online

    privateeronline7In the wake of the excitement over No Man’s Sky and its procedural worlds, I thought that it might be a good time to tell some of the story around the version of Privateer Online that I worked on, that never saw the light of day.

    After I moved off the UO team, I worked on several MMO concepts for Origin. The mandate was explicitly “come up with something that we can make using the UO server and client pretty much intact, without big changes, because we need it quick.” This limited the possible projects enormously, of course.

    So I started developing one-sheet concepts that fit the bill. None of them got farther than a few pages, and the idea was to give execs some choices on what we would go make.

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  • EVA13: Video of “El mundo de sistemas”

    Here is the full video of my talk at EVA13, entitled “El mundo de sistemas” (the world of systems). It’s in Spanish, and it’s an hour and a half long!

    Sorry, no translated subtitles or anything. The talk starts out talking about systems and games, how there are many sorts of games but that a large proportion of them have what I call ludic systems underlying them. I talked a little bit about what some of the implications of systems are, how we learn from them and what sort of lessons they teach. And, of course, also how flaws in systems (or even emergent properties) can cause systems to really run amok, or enable players to really break everything.

    That then leads to some anecdotes and postmortem thoughts from Ultima Online and Star Wars Galaxies. Most of these are probably ones that many of you have heard about before:

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  • MMORPG.com interview

    I didn’t plan it this way, but we have two interviews on back to back days! This one was for Adam Tingle over at MMORPG.com, and it focuses mostly on MMOs specifically, as you might expect, with a lot of retrospective stuff. You can read it here.

    We talk a bit about the making of Ultima Online, the development travails of SWG, the promise of Metaplace, and even the origins of sandboxy features back in LegendMUD. A snippet:

    MMORPG: Do you believe in structuring a players experience, or prefer giving them tools to create a more emergent adventure?

    Raph Koster: Both, really. But I strongly believe that you canโ€™t build the emergent tools on top of a static world. As soon as you decide to make storytelling or quests or whatever the basis of your experience, you sacrifice having dynamic and emergent things in the game, because you canโ€™t break or upset all the static content. Whereas if you start with a foundation of simulation or UGC, and layer static stuff on top, that works fine, because the static content is built to assume shifting foundations.