Mar 052017
 

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.

Game talkMiscWritingSome updates

 Posted by (Visited 1255 times)  Game talk, Misc, Writing  Tagged with: , ,
Feb 252017
 

Wow, I have been slacking off on the blogging. Not since October? Yeesh.

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!

  • I am speaking at GDC 2017 next Friday, 1:30-2:30pm, on the topic “Still Logged In: What VR and AR Can Learn From MMOs.” This talk will be going over lessons painfully learned going clear back to the text mud days, on issues like harassment, governance, importation of bias to the virtual world, and much more. It’s cross-listed on the Design and Advocacy tracks; I think this latter means that I am allowed to be grumpy on stage.
  • The 10th Anniversary Edition of A Theory of Fun for Game Design goes to press in Korean next week! It looks like the picture on the right, and I hope to get a copy soon. Meanwhile, despite the book’s advanced age, it continues to get featured regularly in various places, such as this podcast.
  • I improved my “history of all videogames” arcade cabinet with upgraded robotic parts so that the monitor now smoothly auto-rotates from horizontal (for landscape arcade games and most home consoles) to vertical (for stuff like Centipede, Raiden, and of course, Vectrex emulation). I did a lengthy write-up of the process and am incredibly tickled that it’s now stickied on the ArcadeControls.com forum (the central hub for anyone building or restoring arcade cabinets) for reference for anyone else who wants to do the same. Video of the rotation is also at that link.
  • My 2014 talk on “Practical Creativity” also keeps getting attention, most recently as a GDC Video on YouTube (also on preceding link), which also has prompted folks to request a PDF of the slides, which was helpfully assembled by @B4ttleCat on Twitter. Grab it here.
  • You can also find an abridged version of my little piece on Games design and UX design in Portuguese now, thanks to Andressa Antunes. This is another one that seems to have legs, and gets cited a lot lately.
  • I managed to make it, despite a cold, to Doctor Cat’s amazing marathon “Gaming Legends” Twitch stream of interviews of developers. Video was posted up a while back. I encourage you to check out all the videos, if you have a full 13 hours of free time… there’s some amazing stuff in there. Scott Adams, Jordan Weisman, Steve Meretzky, Bruce Shelley, Lord British, John Romero, and lots more.

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. 🙂

Mar 212016
 

flashbackwardstageI 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…

Continue reading »

Game talkGDC and Flash Backward

 Posted by (Visited 3164 times)  Game talk  Tagged with: , , ,
Mar 032016
 

Officialspeaker_400x400GDC 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.

 

Game talkHigh Windows

 Posted by (Visited 3290 times)  Game talk  Tagged with: , , ,
Jan 172015
 

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.

Continue reading »

Dec 012014
 

Slide20I 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.

Nov 242014
 

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!

Nov 032014
 

Slide1Today 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. Continue reading »

Game talkSpeaking on “Practical Creativity”

 Posted by (Visited 4404 times)  Game talk  Tagged with: , ,
Sep 232014
 

I’ll be talking at GDCNext in LA in early November about “practical creativity.”

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 Creativity

Raph Koster  |  Designer, Independent
Format: Lecture
Track: Design
Pass 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.

Takeaway

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!