speaking

  • Upcoming AMA on MMORPG.com

    This is an early heads-up that I will be doing an Ask-Me-Anything over at MMORPG.com on the 16th at 7PM Eastern / 4pm Pacific. What about? Honestly, just about whatever people want. I can’t break NDA’s, of course, but I expect there will be hefty doses of nostalgia, a lot of discussion of worldy MMOs given the audience, and who knows, maybe I will talk a little about the games I’ve been working on lately.

    I’ll post again to remind everyone once we’re closer, of course. ๐Ÿ™‚

    This should be fun; I haven’t been out there talking with players very much lately, and I miss it.

  • 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.

  • Gamasutra interview about “What’s Next”

    I did a little interview with Patrick Miller for Gamasutra, as part of the run-up to GDCNext. A snippet:

    How do you see the role of games (and the kind of experience players expect) changing? Are there any games/other work do you see around you now that is indicative of an emerging trend in this regard — something which you think you’ll later point to as a watershed moment in the evolution of video games?

    It feels like we are swimming in this water already and not realizing it. Just recently, Gone Home charted on Steam above some big AAA releases. Thatโ€™s a landmark moment right there. The press has already turned the corner to a significant degree โ€“ the debates over the artistic merits of a title like BioShock Infinite were already louder to my ears than the sort of traditional review discussion we used to get. The titles under discussion by craftspeople at conferences are the indie games, not the AAA games. Weโ€™ve seen the rise of artist enclaves, bohemian attitudes, old guard resistance, jejune manifestos (mind you, I think virtually all manifestos are jejune) and all the rest.

    I think the floodgates are open. Weโ€™re at the point now where the kids who grew up with widespread โ€œmass marketโ€ gaming are adults and are steeped in the gamer culture and mindset, and with that is coming all the self-examination, the desire to see substantial thematic content, and so on. The revolution has happened.

    via Gamasutra – What’s Next? Koster talks ‘the revolution’, future of games.

    I am sure I will take flak for the jejune bit. #nodads ๐Ÿ˜‰

  • Thoughts from the LA Games Conference

    This past week I was on a panel at the Digital Media Wire LA Games Conference.

    The big thing that I wanted to get across to people attending is that many publishers are really caught in a bind. They aren’t willing to take on speculative projects, which is what smaller indies want and need. They ask for vertical slices or even profitable titles before they are willing to sink money into something. But developers are starting to conclude that if they can get a title to that point, they may as well just ship it and make money for themselves. Stuff like the recent financial postmortem of Dustforce shows how many folks are quite willing to trade higher income for creative freedom instead.

    With over 50% of developers now describing themselves as independent, and showing a marked preference for platforms with as little publishing friction as possible, we’re going to see a lot of smaller games, a lot of “at bats” for a lots of developers. And odds are greater that some chunk of those will establish a new franchise successfully than a big publisher will. I tossed some guesstimates for team sizes for next gen console development at Chris Early from Ubisoft, and my guess of six studios and 1500 people for a single game was too low for even current gen Assassin’s Creed (he said it took eight studios (!) which is a stunning feat of coordination).

    So 1500 people for three years and one game; or half the active industry — let’s say 15000 people — making a game a year in teams of five. That’s a lot of smaller bets. That’s where the next Valves, Rovios, Blizzards will be born. And as predicted, there will be a lot fewer big AAA titles out there than in the past, as their manpower falls and risk aversion continues to rise.

    Here’s a few bits of coverage of the conference:

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  • Keynoting GDC China

    I’ve been sadly neglectful of this blog! In the last few weeks, particularly, because I have been fighting off some sort of nasty flu thing… still have a lingering cough, in fact, and it’s been more than two weeks!

    So that meant that while I was flat out in bed, I missed the official announcement about the talk I am giving at GDC China this weekend. It’s been years since I was in Shanghai, so I am looking forward to this!

    As far as what the talk is about… well, it’s sort of an extension of the lines of thought from the Project Horseshoe talk Influences and the GDC Online talk It’s All Games Now, and even a little bit from the Theory of Fun 10 Years Later talk. Basically, it’s about the patterns of thinking that games tend to encourage… and how these ways of thinking may be affecting us culturally. After all, if games do their work in large part via neuroplasticity, then that means that the cognitive habits we are picking up as gamers must be having an impact on how we think about, well, everything.

    What might those cognitive habits be? And what impact might that have?

    It’s a keynote, and supposed to be “inspirational,” so it’s in a lot of ways a rather light treatment of the subject… but I think there’s a lot to dig into there, and not all of it is unalloyed good… instead, it will be a picture of trade-offs. For example, just recently I read an article on how the neural pathways for empathy and the neural pathways of logical thinking seem to be mutually exclusive; you can’t do both at the same time. You have to emotionally detach yourself to be able to do true systems analysis, but if you are conditioned to approach the world analytically, does this mean that you are conditioned to avoid empathy? Pure speculation, and of course the answer will not be clear-cut.

    Anyway, here’s the details on the talk:

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