Nov 052013
 

Here are the slides for my talk at EVA ’13 in Buenos Aires, Argentina, last week. They are in Spanish, of course.

If I had to summarize the talk, I would say that it covered a lot of the same sort of ground I have touched on before in terms of the ways in which games teach systems thinking. I open with some discussion of the wide range of stuff that we call “games” — something that is also discussed in the GDCNext talk I am posting shortly. I talk about what a ludic structure looks like (something that folks who read the blog will probably find familiar), and the way in which ludic structures arise naturally in the world, and thereby are playable even though they are not designed games.

And then I move into anecdotes on exploits and loopholes and other ways in which we didn’t grasp everything about the systems we ourselves had designed, in games such as Ultima Online and Star Wars Galaxies. The talk ends on speculation on what we’re doing to the world, as we create systems that break outside of games. Are we the most qualified to do this? We might be.

It likely loses a lot without the actual speech, compared to most of my slideshows, but hopefully the video will go up at some point. In the meantime, the PDF is here.

 

On getting criticism

 Posted by (Visited 50243 times)  Game talk  Tagged with: , ,
Oct 142013
 

Lately I have been working on multiple new games. And whenever you are working on games, of course, you get people to try them, and a lot of them don’t like what they see.

I’ve gotten a lot of criticism over the years, and I haven’t always taken it the right way. These days, criticism comes from all directions, and work is often shared before it’s really done. It can be hard to know what to listen to and when to stick to your guns.

Ultima Online is a Hall of Fame game. It averaged 6/10 in reviews. Star Wars Galaxies got a famously mixed reception, and closed down a while back; I still get fan mail.

So here’s my takeaways from all those years of being told that my work sucks:

Everyone who dislikes your work is right.

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GDCNext: Playing with ‘game’

 Posted by (Visited 7557 times)  Game talk  Tagged with: , , ,
Oct 112013
 

I’ll be speaking at GDCNext on this, in the future of gaming track.

Playing with ‘Game’

Raph Koster  |  Designer, Independent
Location: Room 515 B
Date: Tuesday, November 05
Time: 11:15am-12:15pm

Never mind the future – the present of games is quickly carrying us well beyond the classic understandings of what a game is. We’ve got gamified restaurants, psychological self-help tools, immersive narrative experiences, quasi-gambling experiences, political statements and more. Along the way, we’re seeing conflicts between subcultures in our audience, and within our development community as well. Players get mad when a title isn’t what they expected. Developers watch the encroachment of business practices they dislike. Designers try to apply the tools of one genre to another, and find they don’t always work. Is “game” even a thing? And if it is, in what ways do these varied approaches relate to one another? In this lecture, we’ll take a look at a craft-centric approach to the question: what do we make, who do we make it for, and how can we best make what we want?

Takeaway

Attendees will learn about a framework for thinking about varied types of interactive experiences and the four types of problems that make for compelling play. They will also take away practical design checklists and techniques for these different approaches: top five tips for narrative experiences, ludic experiences, coercive experiences and so on.

This isn’t the same thing as the blog post of the same name — though some of that material will be the first few minutes. Instead, it’s an attempt to synthesize understandings coming from different quarters about what games can be and what they can mean, and how they can be and mean. I am sure that there will likely be some stuff in there to annoy people from every faction! 🙂

Most importantly, though, I want to focus back in on craft. Craft seems like it is often the forgotten root of all these approaches. Whether you are trying to make games that are personal, pure experience, narratively centered, systemically driven, emergent, linear, abstract, or Dadaist, there is always the how underlying it all. And “how” is interesting, because there’s what works for you the creator, and what works for a given audience, and in a very real sense, as creators we don’t get to quarrel with what the audience likes or accepts. It is always up to them whether to listen to what we have to say.

So this talk is going to be about how as much as I can make it… about the raw tools that might help a designer in their goal of making either a polished AAA experience or a raw emotional outpouring.

Hope to see you there!

ToyTalk and The Winston Show

 Posted by (Visited 10373 times)  Game talk  Tagged with: ,
Sep 062013
 

00_WelcomeFor the last few months I have been advising a company called ToyTalk, founded by a bunch of super-smart Pixar vets. Right now I am in an interesting and lucky place, where I can pick and choose what to engage with, and what caught my eye about ToyTalk was what they were trying to do.

In short, they are trying to use voice as a primary means of interaction. With toys, games, entertainment in general. It’s very forward looking — think “what if your plushie had Siri!” It’s also very hard.

Well, their first product has come to fruition and is on the App Store now, and FastCompany just wrote this article “Pixar Vets Unveil A Genre-Busting iPad Talk Show That Talks Back.”

This is The Winston Show, and it’s a vaguely muppety kids app featuring goofy characters that talk, branching stories, photo booths, quizzes, etc — and it’s designed for your six year old to yell at it. Seriously. Winston and crew will understand what the kid says (well, some amount of it anyway!) and answer in ways that are contextualized.

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A little card game prototype

 Posted by (Visited 12434 times)  Gamemaking  Tagged with: , ,
Sep 052013
 

I have been working on four or five 20130905-144728.jpggame projects at once for the last few months, and they are all at various stages of completion. I had been waiting to do an announcement once I had things like, oh, a company name… but this just arrived in the mail today and I couldn’t wait to share it. Shame on me for blowing the “proper” social media marketing plan, but oh well…

This here is a nicely printed copy of a prototype I have been working on. Given the photo, I can’t keep the name secret, so… it’s currently named Rainbow, obviously.

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