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.

GDC Online 2012 Call for Speakers

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Apr 202012
 

I’m on the Advisory Board again this year. Submit your talks!

GDC Online 2012 Call for Speakers Open through May 2

The call for submissions to present lectures, roundtables, full day tutorials and
panels at the Game Developers Conference (GDC) Online 2012 is
now open through Wednesday, May 2nd.

GDC Online focuses on the development of connected games including
social network titles, free-to-play web games, kid-friendly online
titles, large-scale MMOs, and beyond. The event returns to Austin, Texas
on October 9-11, 2012.

The advisory board is seeking submissions from social & online game
professionals with expertise in any of the following tracks: Business
& Marketing, Design, Production, Programming and Customer Experience.
We are also accepting submissions for the four summit programs; Game
Narrative Summit, Smartphone & Tablet Games Summit, Game Dev Start-Up
Summit and GDC Gamification Summit.

*Please see our submission guidelines and full details here:
http://www.gdconline.com/conference/c4p/index.html

*Submit a proposal here:
http://online2012.gdc4p.com/

Mar 202012
 

Once upon a time, there was a game set in a science fiction universe where the economy was very important. Its name was not Eve.

In this game, players could, if they so chose, run a business. They could

  • designate a building as a shop
  • hire an NPC bot to stand in it
  • give the bot items to hold for sale
  • specify the prices at which those items would sell
  • customize the bot in a variety of ways
  • make use of advertising facilities to market the shop
  • decorate the shop any way they pleased

With this basic facility, emergent gameplay tied to the way that the crafting system worked resulted in players who chose to run shops being able to do things Ike build supply chains, manage regular inventory, develop regular customer bases, build marketing campaigns, and in general, play a lemonade stand writ large.

The upshot was that at peak, fully half the players in Star Wars Galaxies ran a shop.
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Mar 152012
 

This is post #2,342 on this blog (not counting the dozens of articles, snippets, and presentations not in the blog database)… yet more of the over a quarter-million words written here since the site started in 1997 and the blog in 1998. And I have to admit, I tend to take for granted the idea that people have read all the stuff that matters, so they understand me when I throw around terms or assume that they know what my past writing on the topic is. Which is ludicrous, of course.

So I got asked on Twitter for a list of my juiciest game design posts, to serve as a central jumping-off point.

This was hard. But here’s a list of ones that I think are my best. Many of these are actually talks, rather than posts. These are usually in sort of rough reverse chronological order, but there’s plenty of places where they are just in the order I found them in, or random cut & paste order.

Feel free to list your own favorites in the comments. And if you haven’t seen some of these before, well, this is the best way to catch up on my overall beliefs and philosophies on games.

Theory of fun (cognition and games) and game grammar overview. This covers the very highest level structure of the thinking on these two interrelated subjects.

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“X” isn’t a game!

 Posted by (Visited 47809 times)  Game talk  Tagged with: ,
Mar 132012
 

I called this out as one of the trends I saw at GDC. Last year, people were saying that Farmville was not a game, and I argued that it was. This year, I wrote about narrative not being a mechanic and had to extend my comments on it because of the controversy, and Tadhg Kelly bluntly said “Dear Esther is not a game.” At GDC, the rant session featured Manveer Heir saying that it was arrogant and exclusionary not to consider it a game, and arguing that the boundaries of “game” needed to be large and porous. Immediately after, Frank Lantz gave his own rant, which used sports extensively as examples of games.

The definition of game that most people — and I am particularly thinking here of the layman’s use of the term — is basically something like “a form of play which has rules and a goal.” Lots of practitioners and academics have tried pinning it down further. I’ve offered up my own in the past:

Playing a game is the act of solving statistically varied challenge situations presented by an opponent who may or may not be algorithmic within a framework that is a defined systemic model.

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