Raph Koster

Raph Koster is a multi-award winning game designer, virtual communities expert, writer and speaker. Check out his full bio to learn more.

Imaginary Realities is back!

 Posted by (Visited 6994 times)  Game talk  Tagged with: , ,
Dec 172013
 

And here’s the link to Imaginary Realities vol 5 issue 1!

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For those who don’t know, Imaginary Realities is the mud-related journal originally published by David Bennett. It disappeared way back in 2001, but Richard Tew has resurrected it. I’ve already glanced through the first new set of articles, and there’s some interesting stuff there for both MUD devs and non-mudders, I think.

All the original issues are mirrored, so if you want to look at the stuff that ran from ’98 to ’01, it’s there too!

 

Touring the print edition of Theory of Fun

 Posted by (Visited 11048 times)  Game talk, Writing  Tagged with:
Dec 052013
 

The print edition is out! Yay! Hopefully I get author’s copies tomorrow.

In celebration, I thought I’d share some images of what it looks like now. I really couldn’t be happier with how it turned out. All glossy and hefty, it feels very substantial and classy. And I have trouble going back to look at the black and white now, having grown used to color everywhere. Read on for some before-and-afters on the imagery, some looks at the text additions, and how I tackled the issue of revising away some of the sexism in the cartoons!

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The first thing, of course, is the layout. Yes, it’s in a portrait layout now, instead of the horizontal format. Not only will it fit better on shelves, but it also means that the book shouldn’t fall out of stock as much, because we selected this layout because we can  use Print On Demand to constantly keep hard copies available. Before, copies had to be manually ordered.

Ironically, the actual size of the book is almost exactly the same. The new edition is actually just slightly larger.

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Theory of Fun reviews and press

 Posted by (Visited 9175 times)  Game talk, Writing  Tagged with:
Dec 022013
 

printpictureThere have been a couple of pieces of coverage of the new edition of Theory of Fun.

The first real review of the updated edition is here, in Finnish: Katsauksessa A Theory of Fun for Game Design. (You can read a Google Translated version: page one, page two). They kindly sent me a a translation of the final paragraph:

Even though A Theory of Fun for Game Design goes deep into the underlining mechanics of the gameplay and opens up the question of what makes a great game tick, it is written in a way that makes the book comprehensible and easy to read. There’s also a great reference section for further study on the subject, but even without this added value, A Theory of Fun for Game Design is easy to recommend to anyone interested to know a bit about games or game design – or why you especially like or dislike a game.

Wired Game|Life did a preview piece on the book that was pretty widely reprinted.

Another, funnier change: In the original edition of the book, there was a throwaway line about how nobody plays farming games anymore. “That,” Koster says, has now “turned into a page-long riff about farming games and about how modern farming games teach business rather than farming.”

This piece was also picked up by BoingBoing, which noted

Hard to believe it’s been ten years since the initial release of Raph Koster’s indispensable A Theory of Fun for Game Design, a book that does for game-design what Understanding Comics did for sequential art.

There may be more reviews on the way… I should also mention that the ebook edition is in O’Reilly’s CyberMonday sale today, at 50% off (along with all their ebooks).

The print edition hits this week, and as you can see from the picture, came out very nicely… all glossy and everything. 🙂

Theory of Fun ebook NOW OUT! 50% off!

 Posted by (Visited 11139 times)  Game talk, Writing  Tagged with:
Nov 262013
 

theoryoffunnewcoverIt’s out! And O’Reilly has a special deal:

Save 50% on Game Design Ebooks & Videos – Deals – O’Reilly Media.

For just this week, game design ebooks are half off, including the full-color 10th anniversary edition of A Theory of Fun for Game Design. Oh, and they’re DRM-free too.

Use discount code WKGMDES. It’s only good until December 4, 2013 at 5:00am PT. And even though it’s only good for the ebook version, as it happens, the print version is supposed to hit Dec 5th, so there’s a nice symmetry there. 🙂

I got a sample copy of the paperback in hand too… glossy throughout, it’s really nice! I have trouble picturing the book in black and white now. You can pre-order it at the above links.

Nov 222013
 

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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