Me at GDC 2014

 Posted by (Visited 4960 times)  Game talk  Tagged with: ,
Mar 132014
 

gdc_2014As usual, I will be in San Francisco this year! It’s a relatively quiet year for me though.

I’m giving a talk at Critical Proximity, which is a brand-new conference held on Sunday, the day before GDC kicks off. It’s a conference all about games criticism. My talk is called “A New Formalism,” and it’s about ways to apply various sorts of picky craft approaches to games in ways that hopefully enrich the non- formal styles of critique.

I am also giving a microtalk as part of the GDC F2P Summit, on retention tips and techniques specifically for “build and invest” style games:

Microtalks: Retention Tips for Free-to-Play Genres

The two pillars of free-to-play gaming are retention and monetization. Because players monetize over time, you need to keep as many of your players coming back for as long as possible. But how do you accomplish that? In this uniquely-formatted session, seven battle-hardened free-to-play veterans will give microtalks about retention techniques for seven different free-to-play genres: builders, hidden object games, card battle games, RPGs, word games, shooters and social casino. Learn the tips and tricks that the pros use in each of these genres.

That’s on Monday, Room 2016, West Hall, at 4:30pm-5:30pm. Remember, my part is all of six minutes — I share the time with a bunch of wonderful folks.

Beyond that — a whole bunch of business meetings, dinners and networking and whatnot. I will have a copy of my card game with me at all times, so if you see me, expect to get dragooned into playtesting. I will also have a variety of other game prototypes too…

 

 

Feb 052014
 

Slide14My GDCNext talk “Playing with ‘Game'” has been posted up here as video with slides:

Gamasutra – Video: Playing with ‘game’ – What games can be, and what they can mean.

I described the talk thus a while back:

The talk starts out with some basic semiotic theory — basically, the difference between a thing, the name we give a thing, and what the thing actually means. This serves as an entry point into talking about not only the way the word “game” is incredibly overloaded with different people’s interpretations, but also as a way to start discussing the way games themselves can mean things.

This leads to exploring the notion of “play” as space — free movement within a system, which is not a new idea at all, ranging from Derrida to Salen & Zimmerman. And then to looking at the two big sorts of play I see: the play of the possibility space of a set of rules, and the possibility space of a set of symbols or signs, which we might be more used to calling the thematic depth of a literary work. Along the way I break down writing techniques, game design techniques, and more, trying to find the ways in which these tools can be applied to games of different intents — which tools work best for a given craftsperson’s purpose?

For me, a lot of the reason I did the talk was to try to bring together the parties separated by contention over “what is a game” and similar debates. I wanted to show that there’s a lot more commonalities there than not, but also that different creators have different goals for their work, and therefore pick up different tools from the workbench. And that, actually, sometimes this means that games we’d never link together actually have structural commonalities just because the techniques that the creators choose to use.

I actually think I ended up spending too much time on the first half, which is effectively “game critic inside baseball” for quite a lot of people (though might be interesting nonetheless). The result was that I kind of rushed the second half, the part with the tools and techniques. Ah well. I am told it was an interesting talk anyway, just not one of my best.

Enjoy!

Nov 062013
 

Slide20Here are the slides for the talk I gave yesterday, entitled “Playing with ‘Game.'”

The talk starts out with some basic semiotic theory — basically, the difference between a thing, the name we give a thing, and what the thing actually means. This serves as an entry point into talking about not only the way the word “game” is incredibly overloaded with different people’s interpretations, but also as a way to start discussing the way games themselves can mean things.

Slide14This leads to exploring the notion of “play” as space — free movement within a system, which is not a new idea at all, ranging from Derrida to Salen & Zimmerman. And then to looking at the two big sorts of play I see: the play of the possibility space of a set of rules, and the possibility space of a set of symbols or signs, which we might be more used to calling the thematic depth of a literary work. Along the way I break down writing techniques, game design techniques, and more, trying to find the ways in which these tools can be applied to games of different intents — which tools work best for a given craftsperson’s purpose?

I was really stuck on this talk. I had it conceptually all worked out, and could ot figure out a good way to convey it at all. My first several drafts were dry and jargony and a mess. And then I saw Daniel Benmergui give a talk at EVA in Argentina about the difference between “sense” and “meaning,” using David Lynch and Braid as examples, and it unlocked everything for me.

So if you want to know why I think a six-word story is like Journey and how Howling Dogs is like Super Mario Brothers, this is the talk for you. And if the above sounds incredibly intimidating and way too much like grad school in literary theory, the good news is that the talk is full of waffles.

Slide107

GDCNext: Playing with ‘game’

 Posted by (Visited 6914 times)  Game talk  Tagged with: , , ,
Oct 112013
 

I’ll be speaking at GDCNext on this, in the future of gaming track.

Playing with ‘Game’

Raph Koster  |  Designer, Independent
Location: Room 515 B
Date: Tuesday, November 05
Time: 11:15am-12:15pm

Never mind the future – the present of games is quickly carrying us well beyond the classic understandings of what a game is. We’ve got gamified restaurants, psychological self-help tools, immersive narrative experiences, quasi-gambling experiences, political statements and more. Along the way, we’re seeing conflicts between subcultures in our audience, and within our development community as well. Players get mad when a title isn’t what they expected. Developers watch the encroachment of business practices they dislike. Designers try to apply the tools of one genre to another, and find they don’t always work. Is “game” even a thing? And if it is, in what ways do these varied approaches relate to one another? In this lecture, we’ll take a look at a craft-centric approach to the question: what do we make, who do we make it for, and how can we best make what we want?

Takeaway

Attendees will learn about a framework for thinking about varied types of interactive experiences and the four types of problems that make for compelling play. They will also take away practical design checklists and techniques for these different approaches: top five tips for narrative experiences, ludic experiences, coercive experiences and so on.

This isn’t the same thing as the blog post of the same name — though some of that material will be the first few minutes. Instead, it’s an attempt to synthesize understandings coming from different quarters about what games can be and what they can mean, and how they can be and mean. I am sure that there will likely be some stuff in there to annoy people from every faction! 🙂

Most importantly, though, I want to focus back in on craft. Craft seems like it is often the forgotten root of all these approaches. Whether you are trying to make games that are personal, pure experience, narratively centered, systemically driven, emergent, linear, abstract, or Dadaist, there is always the how underlying it all. And “how” is interesting, because there’s what works for you the creator, and what works for a given audience, and in a very real sense, as creators we don’t get to quarrel with what the audience likes or accepts. It is always up to them whether to listen to what we have to say.

So this talk is going to be about how as much as I can make it… about the raw tools that might help a designer in their goal of making either a polished AAA experience or a raw emotional outpouring.

Hope to see you there!

GDC Next call for submissions

 Posted by (Visited 7113 times)  Game talk  Tagged with: ,
Apr 292013
 

The call for submissions for GDC Next is now open. I am on the advisory board.

The conference will be in Los Angeles, November 5-7. This is the conference that is replacing GDC Austin; basically, it’s intended to be the most forward-looking of the GDCs, intentionally looking at what comes next, not what happened in the last year. Because of that, the tracks aren’t quite what one would expect:

  • The Future of Gaming is going to focus on things like second screen play, new kinds of play around mobility, episodic, and the like.
  • Next Generation Game Platforms will be digging into not just next-gen consoles but stuff like VR headsets, and glasses, microconsoles, motion tracking, smart TVs, watches, and whatever else looks like it is around the corner.
  • Smartphone and Tablet Games is a bit more here and now, but given the enormous worldwide growth that still remains ahead of these platforms, there’s plenty of cutting edge stuff to discuss, and current lessons to share
  • Cloud gaming will talk about game streaming — the tech, the business, the design
  • The Independent Games Track — we all know that indies are where the future lies. Lecture, postmortems, rants, covering design, business, and everything else.

We’ve got a mix of folks from the GDC Austin board plus a bunch of new advisors.

Go submit your talks!

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