Domain: raphkoster.com
Stories and comments across the archive that link to raphkoster.com.
Stories · 12
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Can We Create Fun Games Automatically?
togelius writes "What makes games fun? Some (e.g. Raph Koster) claim that fun is learning — fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve. I think we can create fun game rules automatically through measuring their learnability. In a recent experiment, we do this using evolutionary computation, and create some simple Pacman-like new games completely without human intervention! Perhaps this has a future in game design? The academic paper (PDF) is available as well." -
Bruce Sterling On Gaming in 2043
At this year's Austin Game Developer's Conference, sci-fi author Bruce Sterling gave a keynote speech about the gaming industry — looking back from the year 2043. GameSetWatch has a summary of the speech, and the full transcript is also available. "So do people make games for this platform? Sure. Not the sort that were built for flat glass screens. We don't do those anymore, cumbersome, like a covered wagon. We don't pretend a glass screen is a window into another virtual worlds. The idea sounds silly, it's all the same world. It's always been the same world, it just changes. What we do is hang the towel [his metaphor for cheap, ubiquitous, unremarkable computers in the future] up in midair and gaze through it. And all the light that hits the far side passes through it except that the image is tagged and altered. We don't call it augmented reality, because we think reality is real, but you can still have fun with a game interface is that is everything you see." -
Koster's Areae Unveils Metaplace
Some nine months ago veteran MMOG designer Raph Koster announced his new game company, called Areae ... but not what they were making. To go along with the TechCrunch40 Conference, the company has finally taken the wraps off of their project: Metaplace. Essentially, Metaplace is going to be a virtual world toolkit. The whole thing is built on open standards, and attempt to 'bring virtual worlds to the web', instead of keeping them boxed away in a separate little garden. As the site puts it: "We knew it was all coming together when one of our team made a game in a day and a half. And then stuck that game on a private MySpace profile. You can inherit someone else's world (if they let you) and use it as a starting point. You can slurp whole directories of art and use them as building blocks. Cut and paste a movement system or a health bar from one world to another. Use an RSS feed for your NPCs. We made puzzle games, RPGs, action games... and set up doorways from one to the other." Virtual World News and GigaOM have writeups of the presentation at the TechCrunch Conference, while Areae's Community Manager Tami Baribeau writes in a post why gamers should care. Over at his site Areae President Raph Koster just breaths a sigh of relief. -
Turn Your FPS Skills Into Cash
Game|Life is posting about a new agreement between Valve and an outfit called Tournament.com that will allow for an official Counter-Strike/Half-Life 2 Multiplayer game competition service. It sounds a lot like online poker tournaments, where players ante into a pot and the winner walks away with the results. "Another option is a perpetual, ongoing game that players can drop into at any time. If you get killed, you lose $1. If you kill another player, you get $1. When your virtual 'wallet' is out of money, you're done playing. Until you add some more funds with a credit card or PayPal, that is. For now, Tournament.com is strictly small stakes. Entry fees for the example tournaments were $3.60 for each of six players, with an $18 pot split between first, second, and third place. Company representatives said they're considering high-roller tournaments, but want to make sure the service has been fully field-tested, and potential cheating methods blocked off, before big money starts getting thrown around." One of the findings of the SOE White Paper was that some people are perfectly happy making money off of their gaming hobby. How long before we see similar livelihoods via this service? -
Friday at the Austin Game Conference
This year's AGC is now at an end, and several sites have coverage of the last day's events. The hit event for the day seemed to be Damion Schubert's Moving Beyond Men in Tights talk. MMORPG.com has a slew of interesting articles, covering Emerging PR Strategies for MMOGs, Running Your Own MMOG, and Rich Vogel on MMOG Betas. Raph has a liveblog on a session about Virtual Economies, and finally the 3pointD site has a look at a panel on Virtual Worlds. Interesting stuff. From the 'Men in Tights' writeup: "The queston to answer, why do we keep making grindtastic classbased combat oriented men in tights gamey games? I'm not going to answer 'because it sells' because it's a circular argument and a copout. We won't get anywhere if we only do what was done before. Instead, I'll ask why do we need a grind, why do games appear to be winning, why are classes good, and so on. The reason to tackle this is because whenever people decide to make a new game, these are often the first five things people choose to innovate on. But there's a lot of bad innovation from people trying to solve these five problems." -
Friday at the Austin Game Conference
This year's AGC is now at an end, and several sites have coverage of the last day's events. The hit event for the day seemed to be Damion Schubert's Moving Beyond Men in Tights talk. MMORPG.com has a slew of interesting articles, covering Emerging PR Strategies for MMOGs, Running Your Own MMOG, and Rich Vogel on MMOG Betas. Raph has a liveblog on a session about Virtual Economies, and finally the 3pointD site has a look at a panel on Virtual Worlds. Interesting stuff. From the 'Men in Tights' writeup: "The queston to answer, why do we keep making grindtastic classbased combat oriented men in tights gamey games? I'm not going to answer 'because it sells' because it's a circular argument and a copout. We won't get anywhere if we only do what was done before. Instead, I'll ask why do we need a grind, why do games appear to be winning, why are classes good, and so on. The reason to tackle this is because whenever people decide to make a new game, these are often the first five things people choose to innovate on. But there's a lot of bad innovation from people trying to solve these five problems." -
How They Made World of Warcraft
SiliconJesus writes "Rob Pardo, VP of Design at Blizzard, gave an interesting keynote at the Austin Game Conference outlining the Blizzard philosophy on designing game content, core and casual players, and why story should always drive the game." From Raph's writeup: "If you extend the leveling curve too far, it becomes a barrier. You hit a leveling wall. Our walls are shorter and there are less of them. The short leveling curve also encourages people to reroll and start over. We had some hardcore testers who would level to 60 in a week. There was much concern within the company. But I would tell them that we cannot design to that guy. You have to let him go. He probably won't unsubscribe, he's going to hit your endgame content or he'll have multiple level 60s. In games with tough leveling curves, it discourages you from starting over." More is available from the conference, with Gamasutra having a rundown on Mark Terrano's writer's keynote, and Gamespot's piece on the MMOG Rant session. Paneled by the likes of Matt Firor, Lum, Rich Vogel, and Jessica Mulligan, that must have been entertaining to see live. One more thing - WoW has 7 Million subscribers now. -
Classes vs. Skills in MMOGs
An anonymous reader writes "The buzz in the MMO blogosphere is yet another resurrection of the Class system vs. Skill system debate. A number of prominent online gaming bloggers have chimed in with their opinions on the subject, including: Scott Jennings, Raph Koster, Ryan Shwayder, Steve Danuser, Damion Schubert, and a host of others you can find linked on those blogs. The conclusion? Most of the devs favor class systems because of their simplicity and ease of communicating character roles, while a few devs and many players favor skill-based systems because of the freedom they provide for user customization." -
3D Rendering of Gaming Graphics
Raph Koster's ever-entertaining blog had a post yesterday about using OGLE to print 3D graphics, and other entertaining but questionable uses of technology. From the post: "OGLE: The OpenGLExtractor is a tool that lets you grab 3d data out of an OpenGL application and output it as models again. What does that mean? It means that someone with a 3d printer can get 3d statuettes of their Second Life character. They can send it off to be manufactured, if they like. It means that you can snag any 3d model you like out of someone else's game data, and insert it into your own 3d scene. So much for stealing textures... ;)" -
Internet Gaming Has Not Yet Peaked
heartless_ writes "The Korean Game Conference is under way and Raph Koster has posted his notes on Bill Roper's keynote. According to Roper, the internet has not yet peaked. There are 1 billion Net users. That's 130,000,000 more than last year. There's a lot of growth left for online games. More, that growth number has been steady for the last few years. Bridging the gap between PC and console gamers was on tap and Koster stated in regard to the keynote... 'I don't know if the PS3 and 360 are really going to be the convergence of PC and console and online. It is encouraging to see MS announce 1m customers for Live-but really, for a lot of online games happens in the first few hours.'" Additionally, with no central service for the PS3 will that many people make the jump online when the console launches? -
Austin Game Conference Wrap-Up
Thursday events were interesting enough, but now that everyone's had a chance to get home and relax there's news aplenty from this past weekend's MMOG industry event. For general first-hand impressions, we can turn to Greg Costikyan, Raph Koster, Lum, and Mirjam Eladhari, whose site is well worth looking at as it has liveblogging notes from many of the events. Speaking of events, the most popular session at the event seemed to be the MMOG industry Rant, a panel of big brains and angry thinkers. Reflections on the rant are available from Gamasutra, Psychochild, F13, and Next Generation. From the F13 write-up: "Jeff Hickman: Lum gave me ranting lessons. My rant is basically about (fist closed), as game developers - the fact we often make games - core pieces - it's a critical error in the things we do. As a player, it's effecting me in the game I play right now, damnit. As a developer, I've done this and made core changes and probably didn't achieve the goals I wanted to achieve. As I make these games, we attract a certain type of player. It's because of the things we put in - the gameplay - for whatever reason, we see another game that's cool, doing something better, or we want to change the billing process. For whatever reason, we make a change and it alienates people." There were other things to see and hear at the event. Zen of Design has notes on some panels, including Sex in Games, the aforementioned Casino Talk, Platformania, and Bleeding Customers is the Future. Gamasutra had two more postcards from Austin: East Meets West in MMOs, and Why the EFF is helping NCSoft. Finally, game impressions are available over at MMORPG.com, on Conan, Auto Assault, Dark Age of Camelot, and Pirates of the Burning Sea. -
Austin Games Conference Thursday Wrapup
The yearly Austin Games Conference, the largest MMOG-focused industry event in the country, is taking place this weekend and a variety of places have coverage of the first day. For specific events, we have Gamasutra on MMOG economics and The Game Writer's Conference, a sister event to the AGC. Both Raph Koster (who has a blog now) and Next Generation have pieces on Damion Schubert's "What Vegas Can Teach the MMO" talk. For general color, Greg Costikyan has a feel for what it is like on the ground, and MMORPG.com has a Thursday wrapup. From the MMORPG.com piece: "The Austin Game Conference (AGC) looks and feels like a high school reunion. Dominated by the MMORPG industry, it allows developers to get together and compare their ideological toys. Unlike E3, this is not a commercial event. For example, EA's booth here is actually a booth, rather than some kind of football stadium. This allows for more of a community feel and serious discussion of issues facing the game industry without the need for marketing individual products to any great degree."