Online Game Legend

 Posted by (Visited 12849 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…)

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GDCOnline: Ultima Online postmortem

 Posted by (Visited 12638 times)  Game talk  Tagged with: , , , ,
Aug 172012
 

Game Developers Conference | Check out the origin of Ultima Online at GDC Online 2012.

This is one of three things that I’ll be doing at GDCO in Austin this October. I’ll let you know what the other two are as they get announced. 🙂 Have you registered yet? Why not?

Speaker/s: Rich Vogel (Independent)Raph Koster (Playdom, San Diego) and Starr M. Long (The Walt Disney Company)
Track / Duration / Format / Audience Level: Design , Production / 60-Minute / Lecture / All
GDC Vault Recording: TBD

Description: At first, it was mostly a team of newbies. For a while, the office space was a few rooms on a floor that was gutted for construction — you could literally walk off the 5th floor of building and plunge to your death if you weren’t careful. The artists sat in the hallway. And the team was out to change everything. Ultima Online was not only one of the first graphical MMORPGs, it also set the standard for player vs player combat and sandbox/emergent gameplay in online titles for many years to come. Three of the UO team’s chief members — Raph Koster, Rich Vogel, and Starr Long (all of whom went on to shape the online gaming landscape) — will deliver a postmortem on the landmark title, reflecting on the challenges they faced from early development to maintaining the game well after its launch. Come learn how a combination of insane ambition and idealistic cluelessness can sometimes result in creating something that changes people’s lives and the course of an industry.

Takeaway: Skunkworks development can actually work! Learn about the challenges in spinning up a service organization from scratch. And what exactly happened with that crazy dragons eating deer thing?

GDC Online 2012 Call for Speakers

 Posted by (Visited 15021 times)  Game talk  Tagged with: , , ,
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/

My big GDC takeaways

 Posted by (Visited 14953 times)  Game talk  Tagged with: , , ,
Mar 122012
 

Just some hastily scribbled notes here:

The art & the science are at least yelling at each other across a divide, if not talking.

Chris Crawford is more relevant than he has been in years. At least more discussed. People are now embracing things he said that they used to disdain. His face was put up on slides a bunch of times, and his spirit was invoked a lot. There were many calls for games to “grow up.”

On the flip side, the social/F2P model is clearly not just winning but dominant — but there were a lot of discussions about how to do it ethically, rather than just rejecting it out of hand or embracing the monetization.

There’s a little bit of an identity crisis. Some of this is from debates over terms (“is Dear Esther a game?” was a constant thread), which some feel to be exclusionary. Now that interactive art is burgeoning, it is either growing out of the rubric of “game” or expanding the definition. This is leading to people calling each other fundamentalist or clueless, which is not very productive.

In the process, that term definition exercise and the deeper analysis of the “science” of how games work has continued to make great strides, and many of the best talks were about understanding the audience psychology or understanding mechanics in greater depth. Game grammar-like diagrams popped up on many slides, and concrete game design exercises were showcased at great length — where we used to just get special-cases, we now get general principles.

A lot of the above was enabled by back-to-low-budget trends that enabled the indie and art game movements, and by the fact that mobile tech was easily accessible. The center of gravity has clearly shifted to mobile.

But there was also general agreement among business types that this Renaissance period is over. Budgets are about to skyrocket again, and we’re now at the start of a “mature” period akin to the early glory days of consoles, or the early glory days of PC gaming. Expect creativity to give way to conservatism again and the stakes get higher in terms of budgets and time.

Basically, it feels to me like we’re just about cresting the edge to a new plateau. We’ll see what happens to disrupt this one. 🙂

Mar 012012
 

I seem to have neglected to mention that I am speaking at GDC next week!

I'm a GDC Speaker buttonI’ll be the last session of the Social and Online Games Summit, giving a quick half-hour session entitled “Good Design, Bad Design, Great Design” modelled after the blog post from a while back.

What makes a design good or bad? And more importantly, what makes it GREAT? And even more, does greatness even matter, when the goal is to make money? In this talk, industry veteran Raph Koster will look at an assortment of guidelines and aphorisms drawn from a variety of fields ranging from marketing to art theory, and see how they hold up. Raph will pay special attention to what they mean for the brave new world of social gaming. Hopefully you’ll leave inspired.

Takeaway: Learn why it makes sound financial sense to reach for greatness in your work, and discover some of the science behind classic design principles from other fields.

If you’re coming, see you Tuesday 5:05- 5:30 in Room 135, North Hall.

Edit: slides are posted here.