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About Raph Koster
Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. He’s been the lead designer and director of massive titles such as ULTIMA ONLINE and STAR WARS GALAXIES; a venture-backed entrepreneur heading his own studio; and he’s contributed design work, writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player games for handheld consoles.
Koster is widely recognized as one of the world’s top thinkers about game design, and is an in-demand speaker at conferences all over the world. His book A THEORY OF FUN FOR GAME DESIGN has reached its tenth anniversary as one of the undisputed classics in the games field. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Visit his blog at www.raphkoster.com.
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Blog postLet’s get one thing out of the way first. Ownership of anything digital is illusory, and always will be.
How Virtual Worlds Work
1: Clients, servers, and art
2: Maps
3: Object templates and instances
4: Object behaviors
5: Ownership
Then again, it’s illusory in the real world, too. Ownership is a convention, not physical reality. This is why we have sayings like “Possession is nine-tenths of the law,” which basically means “you can claim you own s5 months ago Read more -
Blog postMaking objects in a virtual world actually do something is way harder than just drawing them – and as we have seen, drawing them is already fraught with challenges.
How Virtual Worlds Work
1: Clients, servers, and art
2: Maps
3: Object templates and instances
4: Object behaviors
5: Ownership
Items as pure data Once upon a time, in the old days of DikuMUDs, every object in the game was of a type – ITEM_WEAPON, ITEM_CONTAINER and so on. These were a6 months ago Read more -
Blog postHow Virtual Worlds Work
1: Clients, servers, and art
2: Maps
3: Object templates and instances
4: Object behaviors
5: Ownership
First we talked about clients and servers; then we talked about maps. Now we are finally at the hardest part of virtual worlds to wrap your head around – not coincidentally, also the aspect that gets people the most excited.
Things. Stuff. Bits and bobs. Widgets. You know: objects.
A lot of folks think a digital objec6 months ago Read more -
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Blog postThe redoubtable Jon Radoff from Beamable has been doing a great series of videos called Building the Metaverse on a wide array of topics related to, well, the Metaverse. Today he’s posted up a video where the two of us riff on interoperability, governance, digital ownership, and much much more.
It’s got lots of real talk. Some key bits to whet your appetite:
It’s far more likely that you’re going to replicate aspects of human reality than invent a new human reality.
Go6 months ago Read more -
Blog postLast week I wrote about the challenges of moving art between virtual worlds – especially the long-standing dream of moving avatars across wildly different worlds and experiences.
How Virtual Worlds Work
1: Clients, servers, and art
2: Maps
3: Object templates and instances
4: Object behaviors
5: Ownership
Something I didn’t touch on is whether this is a dream you actually want.
Chasing the wrong dreams There are a lot of things people assume t6 months ago Read more
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game.
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:
- Games play into our innate ability to seek patterns and solve puzzles
- Most successful games are built upon the same elements
- Slightly more females than males now play games
- Many games still teach primitive survival skills
- Fictional dressing for modern games is more developed than the conceptual elements
- Truly creative designers seldom use other games for inspiration
- Games are beginning to evolve beyond their prehistoric origins
This first volume of a three-book set of selected essays collects previously written postmortems and many brand new pieces. They are accompanied by historical material such as posts written for players, chat logs, speeches, design sketches, and more. The result is an inspiring historical look back at the development of virtual worlds.
These are the stories behind Ultima Online and Star Wars Galaxies, the story of the early art game Andean Bird and the story of the ambitious project Metaplace that aimed to build the Metaverse, including:
"A Story About a Tree," the classic piece from MUD days about whether our online bonds are real.
"The Ultima Online Resource System," a detailed design breakdown of the pioneering world simulation.
"A Jedi Saga," the popular tale of how an impossible design dilemma broke a world.
"Influences," a challenge to the game development community to pursue art.
Starting in 2005, game designer Raph Koster decided to post a poem to his popular blog every Sunday. Ten years later, this is a selection of eighty of those poems, accompanied by gorgeous pen-and-ink illustrations and illuminating endnotes.
These are verses written to an audience that didn’t necessarily care about poetry; verses about whatever was happening that week. They comment on the news, on his children’s homework, on books he was reading or music he heard. In them we voyage across the world, or deep inside apples; we see a toddler become a pterodactyl, and clouds become mundane water vapor. We see sonnets written in computer code.
These are poems for everyday people about ordinary things made extraordinary.
- In these engaging poems, which tease the conventions of formal verse, Raph Koster shines a curiosity laser on topics ranging from the building of the Globe Theatre to the BASIC programming language. Koster memorializes far-flung journeys through such locales as mountainous Afghanistan, exurban China, Las Vegas casinos, and a very real-seeming Seoni jungle visited not IRL but through Kipling and gaming.
—Tarin Towers, author of Sorry, We’re Close - On a stormy night in Tuscaloosa, reading Raph Koster’s collection of poems: I congratulate you on the sustained and sustaining enthusiasm, joy, play, and wit at work in these poems. In your poems – as in the gaming world – you’ve created a richly varied world saturated with myth and stories.
—Hank Lazer, poet, author of The New Spirit and N18 (complete)