speaking

  • 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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  • GDCNext13: Slides for Playing with ‘Game’

    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.ย 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

  • ExpoEVA 2013: El Mundo de Sistemas slides

    Here are the slides for my talk at EVA ’13 in Buenos Aires, Argentina, last week. They are in Spanish, of course.

    If I had to summarize the talk, I would say that it covered a lot of the same sort of ground I have touched on before in terms of the ways in which games teach systems thinking. I open with some discussion of the wide range of stuff that we call “games” — something that is also discussed in the GDCNext talk I am posting shortly. I talk about what a ludic structure looks like (something that folks who read the blog will probably find familiar), and the way in which ludic structures arise naturally in the world, and thereby are playable even though they are not designed games.

    And then I move into anecdotes on exploits and loopholes and other ways in which we didn’t grasp everything about the systems we ourselves had designed, in games such as Ultima Online and Star Wars Galaxies. The talk ends on speculation on what we’re doing to the world, as we create systems that break outside of games. Are we the most qualified to do this? We might be.

    It likely loses a lot without the actual speech, compared to most of my slideshows, but hopefully the video will go up at some point. In the meantime, the PDF is here.

     

  • GDCNext: Playing with ‘game’

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

    Playing with ‘Game’

    Raph Kosterย ย |ย ย Designer, Independent
    Location:ย Room 515 B
    Date:ย Tuesday, November 05
    Time:ย 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! ๐Ÿ™‚

    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!