Jan 272014
 

Slide1Periodically I have gotten requests for either audio or video of the talk I gave at Living Game Worlds IV back in 2008. I have the slides, but they aren’t even posted up here, and honestly, without the actual talk, they don’t make much sense.

My talk was complex. I just watched it, and honestly did not remember it all; how it came together linking railroad yards, the first major copyright case, Kenyan mobile phone companies, Wagnerian opera, text muds, shipping containers, molecular biology, microtransactions, and of course, the future of games. But yeah, it hit on all that and more.

Videos from LGW IV (mine is “evening keynote”).

It still feels rather relevant today, even if my ending on Metaplace doesn’t. In many ways, what I was talking about has come true via indie games, Unity, Twine, Gamemaker, and countless other “banjos.” In fact, I am particularly hopeful that it will be watched by those who see me as a ludological fundamentalist or representative of “the old guard” or whatever, as there is a moment in there where I jeer at Game Informer magazine for the ludicrous term “impostor games” they used for games that were not challenge-based. FWIW, I also bluntly call MMOs colonialist and racist at one point.

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Jan 162014
 

floatingeyeballkiddear Mr.Koster,

I’m a design student studying at __________, of ____. I’ve read a lot of your blog entries and they’ve helped me a lot through my design project especially your article on “good design, bad design and great design.

I would just like to ask you as a designer, what is a bad design decision? What are the points we often forget to incorporate in our designs .

Thanking you in advance,

R___ J_____

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A vision exercise

 Posted by (Visited 12012 times)  Game talk, Gamemaking  Tagged with:
Jan 152014
 
…the real work is the film, and the tasks that go into the completed film are all parts of the process. To put it bluntly, as long as the film is made, it doesn’t matter what method was used…
– Hayao Miyazaki

A lot of times, we don’t quite know what the game we are actually making is. It doesn’t matter whether we’re working by ourselves or with a team… the problem can still arise. Maybe we have a collection of features we think we want. Or we have requirements from managers or money people. We perhaps have an IP license in the mix. We have a target market. We have a deep burning desire to express something, something personal or something aesthetic or something lofty.

For me, formalizing tools like this is like tying string around a finger. It’s to help me remember.

A lot of time is often lost to working madly on pieces of all this, without knowing what the core points of what we are making actually are. If you have all the time in the world, this can be just fine — after a while, you start cutting back things you put in originally, as the heart of what you are making becomes clearer.

In my experience, teams that can articulate the soul of the game are more likely to be successful than those who aren’t; and teams that have not yet jelled or that are new to gamemaking are the ones least likely to know their game’s soul.

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The Sunday Song: The Ballad of Chris and Chris

 Posted by (Visited 7186 times)  Music  Tagged with:
Jan 122014
 

I first got the storyline of this song stuck in my head maybe eight yearimages ago. But I didn’t have music for it, and that meant I also couldn’t write it down fitting a melody.

I finally shaped it into a lyric right around the end of 2012, when the guitar part came to me in a noodling session. It was thanks to a chord progression that is somewhat unusual for me (I rarely go from the I to the V, I find), though set in my go-to key of D. I pulled out the bass line that made the progression work, and doubled it on the mandolin, and shaped the melody around it. Add a dash of strings, and recorded a vocal (if I recall, I had a cold at the time… but ended up liking the tentative quality it gave) and here it is. I figured, it’s been a year, I should let it out into the world.

download mp3

Lyrics, chords, and similar details after the break. Continue reading »

Guardian picks Six Gaming Books

 Posted by (Visited 9048 times)  Game talk, Reading  Tagged with: ,
Jan 122014
 

At #2:

Penned by veteran games designer Raph Koster, A Theory of Fun was written 10 years ago, a long time considering the rapid pace of advance for its subject matter. And yet the book remains a key games design text that is still in print and highly relevant. While it was conceived to help games designers, it will be fascinating and informative for anybody involved in any field of design, or those curious about, well, harnessing the power of fun …

— Six of the best gaming books | Life and style | The Observer

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