Raph Koster's Expert Blogs
In the wake of PokemonGo, it's a wise idea to look at the history of MMOs and virtual worlds for lessons learned.
"They're just entertainment." "It's not our problem." "No, they don't." "Do you want games to be censored?" Lots of developers don't want to talk about if and how games affect people! But let's do it anyway.
To quote Paul Simon, "every generation throws a hero up the pop charts." We all know the game industry is cyclical; here's how it works.
Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem!
World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs?
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.
[Previous] | [Next]