Sep 052007
 

Always fun to see the different readings different people get from the same material!

I will try to get the slides posted today. The talk was actually quite heavy on the game grammar stuff — material which regular blog readers will likely find familiar, honestly. I was worried there was too much of it, but when I asked the crowd, they said they wanted more of it… so maybe the balance was OK.

  8 Responses to “AGDC: coverage of “Designing for Everywhere””

  1. I wish we could have been there. I look forward to viewing the slides.

  2. Great stuff, Raph! I wish I were there.

  3. BTW: Great point about RTSs relying on “prior art” for accessibility.

  4. It was a fantastic lecture, clearly one of the best at AGDC. At least today 🙂 I don’t think the grammar went too heavy. It helped to frame the process flows you used for examples. The parallel games model with relative measurements and the notion of classless roles were a couple of the takeaways I will reflect upon. Thanks for bringing your insight.

  5. I didn’t think the game grammar content was too technical, and it didn’t look like our lead designer (also at your talk) had any trouble following it either.

  6. […] (Via Ludogist)- Raph Koster´s Designing for Everywhere and Nine Mass Market Tips. (Via himself)- George Backer´s Designing Drama, on Gamasutra.And also- Greg Costikyan´s new website, […]

  7. […] accessibility and where it is and should be headed. You can find commentary on his talk here, and audio is available for purchase […]

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