Speaking on “Practical Creativity”

 Posted by (Visited 6711 times)  Game talk  Tagged with: , ,
Sep 232014
 

I’ll be talking at GDCNext in LA in early November about “practical creativity.”

Over the last couple of years, I have had no commercial masters over my creativity. Oh, I’ve done some consulting and whatnot, but the vast majority of my time has been on projects that I am pursuing out of pure passion, a desire to make them. And I’ve had an incredibly prolific period; the most prolific of my life, actually.

One of the things that has been really striking about it for me is the high hit rate on prototypes. Some strange alchemy between the indie strivings towards art and the accumulated lessons from game grammar and “formalist” thinking, between reading up on human psychology and mathematics, has created for me a toolset that is in some ways very practical, even dull. Very straightforward and easy to share. So, I’m going to!

Practical Creativity

Raph Koster  |  Designer, Independent
Format: Lecture
Track: Design
Pass Type: All Access Pass, GDC Next Pass

It’s a world of clones, of derivative ideas, of repackaging games in genres. It can be hard to be creative. And all too often, creativity is treated as a magical talent that few have, when it’s actually a skill that anyone can learn and that improves with practice! Come learn what science tells us about creativity, and practical straightforward steps that any game designer or developer can make use of in order to get more creative. We’ll actually try these things out in the talk, and I promise every attendee will leave with a brand-new game idea, never before seen.

Takeaway

Attendees will learn what “creativity” is currently thought to be, and specific tools and tricks for making their games more creative. We’ll even try to be creative during the actual talk!

The Sunday Poem: London Squall

 Posted by (Visited 7112 times)  The Sunday Poem
Sep 072014
 

londonsquallLondon squall, Islington gusts,
Wash the Barbican clean.
Tidy households in tiny flats
Open windows, let out cats
As raindrops stop and shatter
And rental bikes go clattering
Down Clerkenwell streets.

Puddles, unavoidable mess,
Are temporary consequence.
Each lost leaf in King’s Square
Is labeled where it fell.
London squall and Islington gusts
May discomfit, yes. But we will not
Permit them to disrupt.

– Outside a café, London, Aug 2014

What makes a game last a generation?

 Posted by (Visited 10739 times)  Game talk
Sep 022014
 

047425-rounded-glossy-black-icon-sports-hobbies-chess-pawn2-sc51Problems that aren’t actually solvable. Instead, players can only approach optimality. This means there’s always another hill to climb in terms of increasing skill, so people keep devoting the time.

These tend to be problems that fall into high complexity classes. In general, NP-HARD problems that we solve using heuristics make for long-lasting games. Mind you, these problems need to be intrinsic to the core game loop. I refer you to my presentation on that here: Games Are Math slides.

No end in sight for problem variations. New problems using the same ruleset is also a way to give hills to climb. (Yeah, this means that “authored” games with fixed levels are almost certainly not going to endure in quite the same way. A narrative game is very unlikely to last a generation.)

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Open letter to the gaming community

 Posted by (Visited 9636 times)  Game talk  Tagged with:
Sep 012014
 

I am a signatory to this letter. I think everyone should be. I think it should be pretty non-controversial, actually.

We believe that everyone, no matter what gender, sexual orientation, ethnicity, or religion has the right to play games, criticize games and make games without getting harassed or threatened. It is the diversity of our community that allows games to flourish.

If you see threats of violence or harm in comments on Steam, YouTube, Twitch, Twitter, Facebook or reddit, please take a minute to report them on the respective sites.

If you see hateful, harassing speech, take a public stand against it and make the gaming community a more enjoyable space to be in.

Thank you

 

Open letter to the gaming community — Medium.

Random UO anecdote #2

 Posted by (Visited 101263 times)  Game talk  Tagged with: , ,
Aug 162014
 

UOHorseI just stumbled across this old story I told somewhere, and thought I’d share more widely.

In Ultima Online, the player was a container — one you couldn’t open, but which held your equipped items, your backpack which was the container you could actually see, etc. Because of the freeform “gump”1 style containment system used in the Ultimas, you could position anything to any location in a container, which meant they were basically treated like maps, with coordinate systems in them.

Then we added mounts.

When you rode a horse, we simply put the horse inside the player, and spawned a pair of pants that looked like your horse, which you then equipped and wore.

When we first did this, however, we forgot to make the horse stop acting like a horse. Pretty soon there was a rash of server crashes because the horse inside the player was wandering around, picking up the stuff it found inside the player, rifling through the player’s backpack and eating things it thought were edible, and eventually, wandering “off the map” because the player’s internal coordinate system was pretty small, and the edges weren’t impassable.


  1. According to UoGuide, “graphical user menu pop-up.” It was the term that was used at Origin back then, long-forgotten now expect maybe among the UO emu community. Basically, any UI window of arbitrary shape floating above the game. In UO, inventory systems did not use slots but free placement on a coordinate system.