Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

Speaking on “Practical Creativity”

 Posted by (Visited 6702 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!

What makes a game last a generation?

 Posted by (Visited 10723 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 9616 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 101236 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. 

Aug 122014
 

The tl;dr version is “go here for the talk.”

This past week I was in London, attending Wikimania 2014. Many thanks to Ed Saperia and the organizers for inviting me to speak, it was a highly illuminating experience.

I gave a talk about seeing the Wikipedia experience itself as a series of games: the game of being a reader, the game of editing (or attempting to edit) the content within, and the game of active participation in the community, in terms of working with its policies, its infrastructure, and so on.

Along the way, my intent was to basically toss a few hand grenades in the general vicinity of the foundations of Wikipedia, and in fact of the larger Wikimedia project. This is one of the most idealistic projects in all of human history, and a group of highly intelligent and altruistic people who are fortunately very open to self-examination. So I felt that maybe questioning some of the fundamental assumptions about how they saw themselves and their project was something healthy, and maybe something that would be extra-helpful if done by an outsider.

To make it extra fun, I tried to make the slides look like they were from an old print book.

You can find the slides as a slideshow or as a PDF, and even video of the talk, all here on this new page I have created. I also participated in a panel with a bunch of wonderful folks, on the broader topic of virtual communities. That video is also posted there.

I left the conference thinking a lot about complex systems thanks to lengthy chats with Yaneer Bar-Yam, and toying with the idea of reframing my various definitions of play and games as just “dealing with complexity.” About which more later, I am sure, as it continues to percolate.