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.

GDCOnline: Ultima Online postmortem

 Posted by (Visited 12731 times)  Game talk  Tagged with: , , , ,
Aug 172012
 

Game Developers Conference | Check out the origin of Ultima Online at GDC Online 2012.

This is one of three things that I’ll be doing at GDCO in Austin this October. I’ll let you know what the other two are as they get announced. 🙂 Have you registered yet? Why not?

Speaker/s: Rich Vogel (Independent)Raph Koster (Playdom, San Diego) and Starr M. Long (The Walt Disney Company)
Track / Duration / Format / Audience Level: Design , Production / 60-Minute / Lecture / All
GDC Vault Recording: TBD

Description: At first, it was mostly a team of newbies. For a while, the office space was a few rooms on a floor that was gutted for construction — you could literally walk off the 5th floor of building and plunge to your death if you weren’t careful. The artists sat in the hallway. And the team was out to change everything. Ultima Online was not only one of the first graphical MMORPGs, it also set the standard for player vs player combat and sandbox/emergent gameplay in online titles for many years to come. Three of the UO team’s chief members — Raph Koster, Rich Vogel, and Starr Long (all of whom went on to shape the online gaming landscape) — will deliver a postmortem on the landmark title, reflecting on the challenges they faced from early development to maintaining the game well after its launch. Come learn how a combination of insane ambition and idealistic cluelessness can sometimes result in creating something that changes people’s lives and the course of an industry.

Takeaway: Skunkworks development can actually work! Learn about the challenges in spinning up a service organization from scratch. And what exactly happened with that crazy dragons eating deer thing?

Two cultures and games

 Posted by (Visited 26477 times)  Game talk
Jul 062012
 

In which I act like a crotchety old man urging the kids off my lawn.

Between this piece at Gamasutra by Neils Clark (and especially Keith Burgun‘s comments in the discussion thread), and this blog post that caught my eye, “Designing for Grace”, I am struck once again by the way in which the gap between two cultures is causing strife in the game design community.

I mean, take a look at what Jonas Kyratzes says in “Designing for Grace”:

To say that story is a form of feedback rather than a game mechanic is not so much to make an incorrect statement (well, it is, but let’s not go there now) as to make a statement about a different matter in a different language on a different planet in a different universe[emphasis mine]

Holy Cow. Talk about a culture gap. Now, he goes on to discuss what it is he aims for, which is “grace,” and which he defines as something very real, but that the engineering-minded cannot grasp.

This is temper-tantrum-inducing for me, because I have been working hard on being an artist for a period approximately equal to the time that Jonas Kyratzes has been alive.

But I have no beef with him overall, really, because Jonas Kyratzes is reaching for the value of games.

Continue reading »

GDCOnline reg is open

 Posted by (Visited 11404 times)  Game talk  Tagged with: , , ,
Jun 142012
 

 

Game Developers Conference Online 10.09.12 – 10.11.12 | Austin, TX.

This will be the tenth anniversary of what was once known as just the “Austin Game Conference.” It has always been focused on online, from the first day, back when getting together enough people to talk about online games for multiple days was a challenge.

Now online is where it’s at — just as we were saying all those years ago. It’s shaping up to be a a great set of sessions (disclaimer: I am on the advisory board, so I am biased!).

Trivia: this means it will also be the tenth anniversary of “A Theory of Fun” — the original talk was a keynote at the very first conference.

Ray Bradbury, RIP

 Posted by (Visited 11264 times)  Reading  Tagged with: ,
Jun 062012
 

It was a quiet morning, the town covered over with darkness and at ease in bed. Summer gathered in the weather, the wind had the proper touch, the breathing of the world was long and warm and slow. You had only to rise, lean from your window, and know that this indeed was the first real time of freedom and living, this was the first morning of summer.

Douglas Spaulding, twelve, freshly wakened, let summer idle him on its early-morning stream. Lying in his third-story cupola bedroom, he felt the tall power it gave him, riding high in the June wind, the grandest tower in town. At night, when the trees washed together, he flashed his gaze like a beacon from this lighthouse in all directions over swarming seas of elm and oak and maple. Now . . .

“Boy,” whispered Douglas.

Dandelion Wine

Minor blog downtime

 Posted by (Visited 11208 times)  Misc  Tagged with: ,
May 102012
 

The blog’s hosting server is getting an upgrade sometime in the next 48 hours… there will likely be some downtime in the early morning hours. They tell me it may last up to a couple of hours.