Oct 102012
 

Here are the slides for the design track keynote I gave yesterday.

And here they are as a PDF. Edit: thanks to Alexandre Houdent for providing a version of the PDF that works on all OSes…

Among the topics: a recap of Theory of Fun, discussion of what I would change about it today, and all the thoughts it led me to: game grammar, games as art, games as math, the ethics of games, gamification, etc. With a dash of Classical philosophy.

I had the shakes bad before I started… but it felt like it came together in the end.

Apologies to anyone whose face I rendered unrecognizable. And the unlabelled woman is Jane McGonigal.

The press coverage so far:

A challenge for you all: can you name all these people without peeking at the slides? Continue reading »

Mailbag: I want to become a designer

 Posted by (Visited 29492 times)  Game talk, Mailbag  Tagged with:
Sep 262012
 

Dear Raph Koster,

I want to become a Game Designer.

As a child I used to judge games very harshly on things like graphics and funness. Although as I’ve grown older I’ve seen there is a lot more to games then meets the eye. I don’t want to sound all professional and stodgy, I’ve just reached the stage in my life where I need to choose my path. Whether it is the correct one will be with the help of you.

I want to be a Game Designer. There are courses at Universities specifically for Designing games or Programming for games, (programming is what I would want to start doing in the industry) although it feels like I’m just the same as everyone else who picked up a controller or keyboard and said “I can do better than this”.

Simply put I was hoping you could give me some advice on how to achieve my dream. The fun is in the learning as a well written book once taught me (wink wink), and the Gaming industry is ever growing.

Thank you for your time,

H_____ P_____.

Sure.

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 »

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.
Continue reading »

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.

Continue reading »