Raph Koster's Blog
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; founded his own company; worked at places like EA, Sony, and Disney; and he's contributed writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player titles for handheld consoles. He's also the author of the classic book A Theory of Fun for Game Design. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Visit his website at www.raphkoster.com.
We toss around the word "clone" pretty liberally. What actually is a game clone? Why isn't every game in a genre a clone? What does "genre" even mean? Augh!
The art game Mountain has caught a lot of people's attention, but it also challenges both those who want more "game" in their game and those who want more "experience." Why?
Market forces seem to be leading us to a crash for lower-end developers. Here's a (probably crazy) proposal to fix it.
Yes, gamers are upset about the sale of Oculus to Facebook. But the long-term arc of Oculus isn't aiming at games. And the rendering tech was never going to be where the action really was.
We all have ways of looking at other people's games and breaking them down for craft analysis. Here's mine.
An assortment of tips on self-promotion the right way, and being a good community citizen.
Raph Koster's Comments
[Blog - 09/22/2014 - 01:44]
If the community itself becomes ...
If the community itself becomes unwelcoming, it will cap itself. If the community itself is not diverse, it won 't even realize the ways in which it restricts itself. It will have huge blind spots. r n r nYes, people make choices on where to engage. But locations for engagement ...
[Blog - 09/23/2014 - 09:06]
No other artistic medium is ...
No other artistic medium is defined around a single intended effect on the user, such as 'fun. ' They all embrace a wider array of emotional impact. r n r n- A Theory of Fun, ten years ago.
[News - 09/12/2014 - 05:33]
I spent so many hours ...
I spent so many hours on this game. Probably more using the level editor one of the first ever shipped with a commercial game than on playing the levels.
[Blog - 08/04/2014 - 01:49]
[Blog - 07/10/2014 - 07:40]
I have been using ludic ...
I have been using ludic artifact. My logic on it is here: r n r n r nhttp://www.raphkoster.com/2013/04/16/playing-with-game/
[Blog - 05/07/2014 - 04:50]
The crediting piece is only ...
The crediting piece is only really there so that you can know where to send the checks... the other aspects to it are nice but peripheral.