I have put up a page containing both a slideshow and a PDF download of the talk I delivered on Friday at GDC 2017.
I think it came out a bit more somber than I had anticipated, certainly more somber than the sample slides I submitted. We shall see what the long-term reaction is, as I pulled no punches in describing the awesome responsibility people have in building online communities.
I was also losing my voice, so it was very much a deliberate and slow presentation compared to my usual “high speed brain blast” as one attendee once described my usual speaking style.
Not only was this in the afternoon of the last day, but I was opposite the Experimental Gameplay Workshop, which is one of the best-attended sessions at GDC usually. So the room was definitely sparser than usual. That said, there were several old virtual worlds hands present to confirm what I said, backing me up during the Q&A period, and there were also a number of current developers of both social VR worlds and even social AR games like PokemonGO. (In fact, I heard a few members of that team were in the audience, and I hope I didn’t offend by picking on their game so much).
The session was filmed, so hopefully video will be forthcoming; once it is, I will post a link to that as well.
What’s happened is that I have been posting updates to Twitter, instead. Which this blog does notify (as well as Facebook), of course, but it does mean the site itself gets neglect!
So, to catch you up!
There’s been quite a lot more, but maybe I should just direct you to the Twitter feed (which is now working again in the sidebar).
Um, I’d promise to blog more often, and particularly, not just make it be random brags and updates about talks but back to meaty articles. But my track record hasn’t been great. Tell you what, once I get back from GDC, maybe people might throw me questions. 🙂
I hear video will be up in a few weeks, but in the meantime, here are the slides and the text for the little five minute talk I gave at GDC as part of the FlashBackward keynote.
For some reason, I felt the pressure on this talk much more than usual. Five minutes is not a lot of time, and I had a lot I wanted to say. This resulted in fifty slides. There were, all told, four hours of rehearsals, although I only attended two of them. The animations on my slides were lost along the way, and when I did my runthroughs, I botched it both times. By the time I gave the talk, my hands were shaking and I had trouble pressing the button on the clicker to advance slides with my thumb. I had to set it down and press it with my index finger. But by all accounts I nailed it, so…
GDC is fast approaching! I am only doing a five minute talk this year (much like last year!). But boy, I have a big stage for it. Instead of a regular keynote, GDC is doing a Flash Backward “keynote” where a bunch of veteran devs will share the stage giving a history of the last thirty years of game making… and I’m very honored to share the stage with a bunch of amazing people.
I’ve added it to the events calendar.
My portion, needless to say, will be on MMOs… the hard part will be squeezing all that history into only five minutes.
Almost exactly seven years ago, I gave a keynote at the virtual worlds-themed Worlds in Motion Summit at GDC. I was supposed to talk about why games people should care about virtual worlds. But I just couldn’t warm to the topic.
I was in the midst of wrestling with Metaplace, which was the culmination of ten years of dreaming about the potential of virtual spaces. We were trying to put into practice the ideals embodied in things like the Declaration of the Rights of Avatars, the loftiness of hopes for general empowerment thanks to the newly interactive Web. But at the same time, I was watching tens of millions of venture capital dollars flow into kids’ worlds, virtual worlds about McDonalds and by teddy bear companies and tied in to bad reality TV shows and more.
So I took my qualms to the stage.
I know it seems like most all I post on this blog lately is stuff about speaking one place or another, and you always get three posts in a row: I will speak here, I spoke and here’s the slides… and a little while later, here’s the video.
Well, not to be redundant, but here’s the video! Gamasutra – Video: Practical Creativity – A way to invent new kinds of video games.
This was the session I did at GDCNext about treating (game design) creativity as a skill that can be practiced, offering up tips and tricks on how to be creative.
At GDCnext I moderated a panel with Zach Gage, Rami Ismail, and Adam Saltsman on indie marketing. It was a fun session, made more so by the fact that they all walked into the room with one minute to spare before the session started (I was about to start pulling dev’s from the audience into the stage!).
It all worked out though, and now video is posted on the GDCVault! Enjoy!
Today I delivered a lecture at GDCNext that was my tips for “practical creativity.” Basically, it’s a collection of techniques, habits, and ways of thinking drawn not only from lots of reading and research into creativity in general, but also my experience in visual, writerly, musical, and ludic arts. It touches on breaking down craft elements in games, on choosing ambitious and unusual themes, on simple lifestyle habits, on the power of “scenius” and collaborators, and much more.
I wanted this to be deeply practical. I myself have been using these methods a lot in the last year — maybe slacking a lot on the “get regular exercise” one. And it’s been very fruitful for me, almost too fruitful, pushing my prototype hit rate over 90%.
I really wanted to emphasize the fact that in all this, the craft is inseparable from the art, too. Creativity in craft drives creativity in art, and vice versa.
Over the last couple of years, I have had no commercial masters over my creativity. Oh, I’ve done some consulting and whatnot, but the vast majority of my time has been on projects that I am pursuing out of pure passion, a desire to make them. And I’ve had an incredibly prolific period; the most prolific of my life, actually.
One of the things that has been really striking about it for me is the high hit rate on prototypes. Some strange alchemy between the indie strivings towards art and the accumulated lessons from game grammar and “formalist” thinking, between reading up on human psychology and mathematics, has created for me a toolset that is in some ways very practical, even dull. Very straightforward and easy to share. So, I’m going to!
Practical CreativityRaph Koster | Designer, IndependentFormat: LectureTrack: DesignPass Type: All Access Pass, GDC Next Pass
It’s a world of clones, of derivative ideas, of repackaging games in genres. It can be hard to be creative. And all too often, creativity is treated as a magical talent that few have, when it’s actually a skill that anyone can learn and that improves with practice! Come learn what science tells us about creativity, and practical straightforward steps that any game designer or developer can make use of in order to get more creative. We’ll actually try these things out in the talk, and I promise every attendee will leave with a brand-new game idea, never before seen.
Attendees will learn what “creativity” is currently thought to be, and specific tools and tricks for making their games more creative. We’ll even try to be creative during the actual talk!