public marks

PUBLIC MARKS from bcpbcp with tag

March 2006

Raph’s Website » What are the lessons of MMORPGs today?

I realize this list may seem like a cutesy joke. But it isn’t. Go back, and re-read it. It’s actually a lament.

February 2006

Raph’s Website » Video of Churchill Club panel now available

You can stream it from GameSpot and see whether in fact it deserved to set the Internet on fire the way it apparently has. :)

Raph’s Website » Are single-player games doomed?

The entire video game industry’s history thus far has been an aberration. It has been a mutant monster only made possible by unconnected computers. People always play games together. All of you learned to play games with each other. When you were kids, you played tag, tea parties, cops and robbers, what have you. The single-player game is a strange mutant monster which has only existed for 21 years and is about to go away because it is unnatural and abnormal.

Raph Koster's Home Page | Making the AAA Title: Letters from the Trenches

Dan Arey gave a talk at GDC 2005 on developing AAA games, and interviewed several designers for it. The actual interview was quite long, and I skipped many of the questions... but here's the answers to the ones that I did respond to. You can comment here on the blog if you like.

January 2006

Raph’s Website » OGLE

OGLE: The OpenGLExtractor is a tool that lets you grab 3d data out of an OpenGL application and output it as models again.

Raph’s Website » Audition

As with many of the Asian games, there’s a nominally massively multiplayer lobby, which you enter minimally multiplayer games from. You play the game in order to earn virtual cash, plus you buy a different sort of virtual cash. You can then buy further accessories for your character (clothes, character customization, etc) and new stuff to play (in this case, songs) with that money.

Raph’s Website » Where You Are

Bruno in Brazil is in fact really far away from everyone else.

Raph’s Website » Masaya Matsuura’s foreword

the Japanese edition of A Theory of Fun for Game Design is out now. Masaya Matsuura was kind enough to write a foreword for this edition

Raph Koster's Home Page | Moore's Wall: Technology Advances and Online Game Design

This talk was given as part of an IBM Games on Demand webcast conference. “We should remember that 90% of the online game players out there are playing a game that was not developed by a professional: they’re playing CounterStrike, which was user-created.”

November 2005

Online Worlds: The Forms of Things Unknown |Raph Koster's Home Page

"I gave this talk at one of the monthly IGDA chapter meetings in San Diego"

Game Design Challenges | Collateral Romance

"Eric Zimmerman has run "Game Design Challenges" at several GDC's now. At each, he picks a difficult topic to design a game about, and then lets loose three designers to come up with a game based on the topic. I participated in the inaugural one in 2004, losing to Will Wright's "Collateral Romance" idea, which involved setting non-combatants down inside a first person shooter, with the task of making it to the other side a la Casablanca, and hoping that they would form attachments along the way. Warren Spector didn't come up with a game idea, and I presented what's below."

Raph’s Website » Blue world

"Once upon a time there was a world where half of the population couldn’t see the color blue."

Raph’s Website » The Wisdom of Crowds

In those other cases, it’s the presence of a wide array of specialists that generally makes the difference. In Surowiecki’s world, it’s the presence of a wide array of people, period, that allows startlingly accurate assessments to come forth.

Raph’s Website » How to Prototype a Game in Under 7 Days

Pontos em comum entre Experimental GamePlay e ToF. Também comenta sobre algumas ferramentas de prototipação.