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.

The Gametrekking Omnibus

 Posted by (Visited 10521 times)  Game talk  Tagged with:
Sep 252012
 

A long while ago, I pointed readers of the blog towards Freedom Bridge, a notgame about Freedom Bridge.

I also later mentioned that the creator was doing a Kickstarter to go off for a few years and live in Asia and make games like these about his experience.

I just got email from Jordan Magnuson letting me know that not only was the Kickstarter funded, but he’s done!

I just wanted to let you know that the project was successfully funded, and as of today, is officially concluded… I’ve released a downloadable collection of all my Gametrekking creations (along with a brief retrospective) at http://www.gametrekking.com/blog/the-gametrekking-omnibus-and-a-brief-retrospective

I have not been able to dive deeply into all of it yet, but what I have played can only be described as poetic.
I hesitate to say “enjoy!” — so let me rather say, go look, experience, and appreciate.

 Comments Off on The Gametrekking Omnibus

Ultima Online is fifteen

 Posted by (Visited 34469 times)  Game talk  Tagged with: ,
Sep 252012
 

Today was the fifteenth anniversary of the launch of Ultima Online. For those who would like to read up on some of the stuff I have written in the past, you can do so by clicking here. Warning: rambling ahead…

Here’s something that I think no one has ever seen. My wife and I were driving from Alabama (where we were in grad school) to Austin, to visit friends there — Sherry Menton and Rick Delashmit. All four of us worked together on LegendMUD.

Kristen and I had been talking about making another mud, one with deeper simulation elements. We talked about having abstract properties running behind things, instead of hard-coding every quest. How much cooler would it be, we thought, if the NPCs were simulated entities, rather than merely responding to player actions?

We took notes on a pad of paper, as we drove. We took turns, which is why the handwriting in these images changes:

One of those pages has the old address of Ancient Anguish, a mud we were checking out. It’s still up. As you can see, a lot of the heavy lifting was done by my wife, the economist. 🙂 Some of this stuff ended up making it into LegendMUD — the weather stuff, for example. You also see there the notes on the genesis of the moods system that was first in Legend, then eventually in Star Wars Galaxies. It wasn’t until ’05 that I was able to do the water flowing downhill stuff, as part of an R&D project at SOE that was never used for anything. It worked, though.

Here was born the resource system. When we were asked to submit design samples, the resource system is what we sent in. It was more elaborated than this, much closer to what was eventually built for the game. Then they asked us to submit quest samples. They had sent us some sample code, to ask if we could read and understand it. We could… and we weren’t very impressed by it. I sent in the Beowulf quest from Legend as my sample…

Continue reading »

Sep 172012
 

On Saturday I met with the Omaha Game Developers Association in a Google Hangout for a couple of hours of interview-style questions. The whole thing was streamed live on YouTube and also captured afterwards, so here it is for those who have the patience.

Among the things we talked about:

And way more… vid after the break.

Continue reading »

GDCOnline: revisiting A Theory of Fun

 Posted by (Visited 11647 times)  Game talk  Tagged with: , , ,
Sep 062012
 

So the third thing I will be doing at GDCOnline has now been announced:

A Theory of Fun 10 Years Later

Design | 60-Minute | Track Keynote | All
TBD

Ten years ago, at the very first Austin Game Conference, online gaming pioneer Raph Koster delivered an inspiring keynote on why games matter, how they teach players, and what fun is. That talk served as the foundation for his valuable book, A Theory of Fun for Game Design, challenging game makers to build entertaining, engaging, and addictive experiences. Now, for the tenth anniversary of his presentation, Koster will revisit A Theory of Fun to discuss what has changed in the science and the theory in the intervening years.

Yup, this is actually the tenth anniversary of the original Theory of Fun talk. Hard to believe! I think most did not become aware of it until I reprised it as the keynote of the Serious Games Summit at GDC the next year… And then, of course, the book also followed later that year too.

Continue reading »

 Comments Off on GDCOnline: revisiting A Theory of Fun

Online Game Legend

 Posted by (Visited 12845 times)  Game talk, Misc  Tagged with: , , ,
Aug 302012
 

Today the press release went out announcing that I was selected to receive the Online Game Legend Award at the GDC Online Choice Awards. This award is voted on by fellow developers, and it’s basically a lifetime achievement award.

The Online Game Legend Award recognizes the career and achievements of one particular creator who has made an indelible impact on the craft of online game development.

This rather leaves one thinking, “Well, now what?”

(Warning: introspection ahead…)

Continue reading »