Oct 282011
 

The normally vivacious Leigh Alexander was an a contemplative mood as she posed questions to me in an hourlong interview right after GDC Online. We talked about how games are changing with mobile and social coming along and making sessions shorter and arguably less classically immersive; and how we ourselves are drifting away from the big games, as players.

I wish more of the interview fit in the format of a Gamasutra article, because it was a great, quiet little discussion.

“Another way to think of it is, we always said games would be the art form of the 21st century: Gamers will all grow up and take over the world, and we’re at that moment now,” he continues. “It’s all come true — but the dragons and the robots didn’t come with us, they stayed behind.”

Yet in plenty of ways this loss isn’t even about social games, Koster believes. “We’re losing some of our most cherished things — and honestly, we already had. The more big business we got, the more that got replaced by women in too-little clothes, or guys that all look the same and have bullet-heads and everybody’s dressed in green and brown.”

In light of the increasingly risk-averse and market-researched nature of traditional games, the increasing size of the mainstream audience has been something of a boon. “If you’d asked someone in 1998 whether there could be hit games about cooking, fashion design… a guy running over roofs, [as in Canabalt], still there’s an element of a broader frame of reference, a broader aesthetic there.”

And while he himself is a big science fiction fan, Koster says that a wider frame of reference is “incredibly exciting” for games that can be about all kinds of things now, beyond the expected. “We lose something, but we gain something that is potentially bigger,” he reflects.

Gamasutra – News – Raph Koster Talks Loss, Opportunity For Games In The Social Media Age.

Oct 172011
 

Yup, a tiny bit more.

Side note, I am struck how little long-form coverage there is of talks anymore, now that so much blogging has moved to Twitter…

Oct 132011
 

Title slide for "It's All Games Now"Here are the slides for the talk that I gave today at GDC Online. I have to warn you that more than usual, you needed the performance, I think. So keep an eye out for when the video shows up on the GDCVault — I’ll be sure to let you know. 🙂

It seems to have gone very very well. Lots of positive feedback on Twitter and in the hallways afterwards.

If I had to summarize my message, I suppose I would rattle off this set of bullet points:

  • We are losing (or changing) some qualities of games because of the contexts in which they exist now, particularly social media. We let the real world invade more — such as microtransactions and RMT — and we also let the real world shape design decisions — for example, giving up on the notion of not having global chat in you virtual world.
  • We’re understanding games better than ever thanks to both design theory and real-world science. And also understanding ourselves as people better.
  • That understanding is going into applying gamelike features to real life. Not just stuff like gamification, but also common features of social media that clearly draw heavily from game inspirations, such as quantified reputation systems, achievement systems, and even how our profiles look on social networking sites.
  • This is made easier because we’re in a “cloud phase” in the evolution of computing. The pendulum always swings from cloud to local.
  • But our local machines have gotten more accessible, but a lot less open over time, and the net result is that we don’t really control the cloud or our local devices now.
  • The rub there for the game industry is that we have essentially ended up recreating the console ecosystem, only with iOS and Facebook instead of Sony and Nintendo, which doesn’t bode well for several segments of the industry.
  • Instead, it just increases the odds that the process will accelerate, as we will be the product. Indeed, already our perception of reality has been greatly filtered by social media, and is less objective and inclusive.
  • But we shouldn’t forget that we are the ones who define the rules here; we’re the wizards of the game world. Games are fundamentally social media and always have been.
  • We will be OK, as long as we don’t forget that the point of games is not the points structures, but the people we played with, and the lessons we learned.

But summarizing it that way skips the fairytale I told, and the rapid-fire science-fiction story I told, and my brief Jonathan Coulton musical quote, and much more. 🙂

I ended on this hope from Ted Nelson:

I hope, that in our archives and historical filings of the future, we do not allow the techie traditions of hierarchy and false regularity to be superimposed to the teeming, fantastic disorderlyness of human life.

You can read Gamasutra’s write-up here. I think it captures the essence pretty well!

Game Developers Choice Online Awards noms open!

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Jun 022011
 

Step one: be a professional game developer and Gamasutra.com member.

Step two: think long and hard about the best online game experiences you have seen since last June.

Step three: visit the Game Developers Choice Online Awards website and nominate them!

The categories include best online innovation, for pushing boundaries in how we play; best online visual arts; best online tech; best online game design; best online audio; best social network game; best live game; best community relations; best new online game; online games legend (for an individual’s career); and Hall of Fame, which Ultima Online got last year, for a game that, well, changed the game.

Go, submit!