American video game designer and entrepreneur
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Star Wars Galaxies, Ultima Online, and now Stars Reach. Raph Koster has certainly made his mark on MMOs that are designed as systems-led experiences that feel like breathing worlds. This interview goes over Raph's history of game development, and why Stars Reach is the culmination of decades of experience, new exciting technology, and an organic sandbox players can deeply enjoy with each other. If that sounds exciting, consider checking out the Stars Reach Kickstarter: https://www.kickstarter.com/projects/starsreach/stars-reach DL Gaming: A PC Gamecast adds games both new and old to your Steam backlog one slightly inappropriate episode at a time.
Folge 55 vom MMO News Podcast beginnt mit einer traurigen Nachricht: Community-Mitglied Dennis, bekannt durch seine wöchentlichen E-Mails, ist überraschend verstorben. Wir fühlen mit seinen Freunden und Verwandten und werden ihn und seine Rubrik schmerzlich vermissen. In Sachen News haben Alex und Mark jedoch eine ganze Menge zu besprechen. Es geht um die Tests von Throne and Liberty und The Quinfall, sowie die Release- und Early Acces-Daten von Corepunk, Fractured und Pantheon: Rise of the Fallen. Im Newsflash gibt es Infos zum neuen MMORPG von Raph Koster, der Konsolen-Beta von New World und Albion Online. Im Anschluss folgen ein Special zu EVE Vanguard von Mark und natürlich die großen 6. In einer neuen Frage der Woche möchten wir wissen: In welches neue MMORPG setzt ihr eure größte Hoffnung? Unser Partner und Sponsor ist Instant Gaming. Dort bekommt ihr günstig Game-Keys, Gems für Guild Wars 2, Spielzeit für WoW und vieles mehr. Hier unser Reflink: https://www.instant-gaming.com/?igr=mmonews. MMO News erscheint jeden Donnerstag. Ihr könnt uns zudem eine E-Mail mit Feedback schreiben oder uns auf Twitter folgen: MMO News Alex Mark Oder unserem Discord beitreten. Wer möchte, kann uns zudem auf Patreon unterstützen.
On this week's episode of the Massively OP Podcast, Bree and Justin talk about Raph Koster's Stars Reach reveal, Dawntrail's launch, Palia's surprising new home, Guild Wars 2's housing system tour, and the true shocking story behind Ralph Lobster. It's the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you'd like to send in your question to the show, use this link. Show notes: Intro News: Raph Koster reveals Stars Reach News: FFXIV launches its latest expansion, Dawntrail News: Daybreak picks up Palia and Singularity Six News: Nexon launches The First Descendant News: Guild Wars 2 previews its housing system Mailbag: How did the "Ralph Lobster" running joke begin? Outro Other info: Podcast theme: "Dawntrail Battle Theme" from FFXIV Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, iHeartRadio, Pocket Casts, Amazon, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, Twitch If you're having problems seeing or using the web player, please check your flashblock or scriptblock setting.
In Folge 55 sprechen Alex und Mark über den Release von Tarisland, die Insolvenz von Bandai Namco Online, der Firma hinter Blue Protocol, die neusten Infos zu Throne and Liberty und den Early Access von Pax Dei. Alleine mit diesen Themen hätten wir eine Folge alleine füllen können. Im Newsflash ging es um das neue MMORPG von Raph Koster, die Beta von The Quinfall, die Roadmap von Aion Classic und die neusten Updates von Fractured, Palia und EVE Online. Zudem gibt es ein neues MMO von den Machern von Chrono Odyssey und Lost Ark, was eine spannende Kombo ist. Bei den großen 6 gab es Neues zu WoW, Drama bei Lost Ark und viele Infos zum Housing von Guild Wars 2 - das übrigens unglaublich geil aussieht. Auf eine Frage der Woche wird diesmal verzichtet. Unser Partner und Sponsor ist Instant Gaming. Dort bekommt ihr günstig Game-Keys, Gems für Guild Wars 2, Spielzeit für WoW und vieles mehr. Hier unser Reflink: https://www.instant-gaming.com/?igr=mmonews. MMO News erscheint jeden Donnerstag. Ihr könnt uns zudem eine E-Mail mit Feedback schreiben oder uns auf Twitter folgen: MMO News Alex Mark Oder unserem Discord beitreten. Wer möchte, kann uns zudem auf Patreon unterstützen.
On this week's episode of the Massively OP Podcast, Bree and Justin talk about Tarisland's launch, Pax Dei's early access, Throne and Liberty's release date, LOTRO's new legendary servers, Raph Koster's MMO hints, and cross-promotions in MMOs. It's the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you'd like to send in your question to the show, use this link. Show notes: Intro News: Tarisland launches globally News: Pax Dei is in early access News: Throne and Liberty eyes a September 17th launch News: LOTRO announces new legendary servers News: Raph Koster gives a lot of hints about his MMO News: New stuff coming to Black Desert Mailbag: Will MMOs descend into cross-promotions? Outro Other info: Podcast theme: "Ancash Tribe" from Tarisland Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, iHeartRadio, Pocket Casts, Amazon, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, Twitch If you're having problems seeing or using the web player, please check your flashblock or scriptblock setting.
Critical Play: Radical Game Design, Mary Flanagan, MIT Press, 2009. Raph Koster's Star Wars Galaxies Post-Mortem.
This week's guest is a poet, writing the poetry of fun - or at least the prose. Author of the essential "A Theory of Fun", creator of Ultima Online and Star Wars Galaxies, he is likely the world's foremost expert on MMOs. Game industry fundamentals made for the first time with Raph Koster. Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainFeaturing the music track Liberation by 505Please consider supporting the show by pre-registering for our Season Two Kickstarter at www.thefourthcurtain.com/kickstarter
Welcome to Dev Game Club, where this week we start a new series on Metroid Prime, which we are playing via the Nintendo Switch remaster. We set the game in its time, talk a little bit about Retro, and then wall jump into the action of the tutorial area. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Until you arrive on Tallon IV Issues covered: Tim's purging, Western developers making FPSes for Japanese publishers, basing things on the lock-on, a game set apart by art direction, a ban on 2002, Brett's bookend years, the Capcom 5, the games for GameCube, being in the helmet, attach rate, top sales, reminiscing about a former colleague, the transition to 3D and Mark HH to support, seeing the potential for the game beneath the engine, ripping away ownership of the FPS, returning to the 2D formula, doling out their lesser selling properties a bit at a time, starting with all the gadgets, taking notes when you play a Metroid game, adding accessibility via the lock-on, locking on without a target, scanning as the second thing, good world building and boss teasing, teaching you how to fight with a simple boss, the amazing music and audio design, getting to look through the helmet, augmenting the sense of embodiment, finding community in an MMO, design for addictiveness, having an engaging game and then making something punishing, taking a game too far, the golden mean, ethical free-to-play, game metrics, key performance indicators, costs of people who play a game too much, designing to encourage people to step away from time to time, the humble origins of the James Bond theme, Games, people, and influences mentioned or discussed: GoldenEye 007, Splatoon, Capcom, Lost Planet, Retro Studios, Halo, Hitman 2: Silent Assassin, Eternal Darkness, Ratchet & Clank, Morrowind, Animal Crossing, Kingdom Hearts, Timesplitters 2, Medal of Honor: Allied Assault, 2015 Games, Infinity Ward, Jedi Knight 2, NOLF 2, BF1942, GameCube, Wind Waker, Resident Evil, Super Mario Sunshine, James Bond 007: Nightfire, Metroid Fusion, Dark Cloud 2, Sly Cooper & Thievious Raccoonus, Splinter Cell, Warcraft III, Neverwinter Nights, Jedi Starfighter, LucasArts, Resident Evil 4, Republic Commando, Metroid Dread, Nintendo Switch, LoZ: Tears of the Kingdom, Geist, Shadows of the Empire, Mark Haigh-Hutchinson, Jon Knowles, Shigeru Miyamoto, MegaForce, Super Mario 64, LoZ: Ocarina of Time, Wired magazine, DOOM (1993), Metroid: Samus Returns, Bandai/Namco, Metroid: Other M, Mario Kart 8, Breath of the Wild, Horizon: Zero Dawn, Arkham Asylum, Unreal, Colin "The Shots," World of Warcraft, Everquest, Marvel Snap, 343 Industries, June, Aristotle, Super Mario Galaxy, Sony, Star Wars: Galaxies, Raph Koster, Ultima Online, Calamity Nolan, James Bond, Guy Morgan, Monty Norman, Bad Sign/Good Sign, V. S. Naipaul, A House for Mr. Biswas, John Barry, Grant Kirkhope, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Check the Discord! Links: The James Bond origin track Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord: https://t.co/h7jnG9J9lz DevGameClub@gmail.com
On this episode of The Fourth Curtain, Alex and Aaron have long time pal and game maker Bill Roper on the program talking about the early days of Blizzard, his love of music, building HellGate London and the joyride that was Disney Interactive. We get a peek at some of the special items in Bill's collection and he may even do a voice or two!Bill Roper arrives at: 10:00Alex mentions a "A Theory of Fun" by old pal Raph Koster.Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainFeaturing the music track Liberation by 505Please consider supporting the show by pre-registering for our Season Two Kickstarter at www.thefourthcurtain.com/kickstarter
Mitch and Blake take on the complex topic of in-game economies. They discuss how the endemic problems of trust and arbitrage were present in the earliest in-game economies of the late 1980 and how they have persisted to the present web3 economies. They look at the concept of mudlfation, a unique economic problem of massively multiplayer online games, and the strategies for controlling it, as well as the idea of economic play. Mitch talks about how gold farming and real-money trading were early antecedents of play-to-earn, before taking a look at early web3 economies. They end the episode with a discussion of the speculator problem in web3 gaming, and Mitch explains the trust and gifting based economy of Jenova Chen's Sky. The Story of Habitat Axie Infinity hack Raph Koster on "fun" in virtual economies Under a Killing Moon "Mudflation" 'Flation (Koster) Play Money (Dibbell 2007) Castronova on Everquest GDP CS:GO Skin Economy Explained EVE Online (How Money Works) Is Crypto VC Strategy Securities Fraud? Sorare Sky economy
Mitch and Blake discuss the recurring industry obsession with the idea of virtual reality, beginning in the mid-1980s. Mitch recounts a story about his encounter with VPL and the weird world of digital artists and promoters in the early days of personal computing. They look at the second failed wave of VR investment in the 1990s and the importance of Neal Stephenson's Snow Crash. Mitch talks about how Linden Lab's Second Life anticipated many of the ideas of the modern metaverse. They then look at the Oculus, and Facebook's decade-long failure to generate momentum behind a new wave of virtual reality, and what Apple's entry into the market may mean. They conclude with a look at the idea of the metaverse and its challenges. Links and Show Notes: Mondo 2000 magazine Mark Pauline - Survival Research Labs Neuromancer (William Gibson, 1984) “Spawn of Atari” (Wired Magazine) VPL “Murder She Wrote” VR Episode Hasbro's Toaster VR Project Snow Crash (Neal Stephenson, 1993) Ready Player One (Ernest Cline, 2011) Beat Saber The Metaverse (Matthew Ball, 2022) Raph Koster's “real talk about a real metaverse”
Raph Koster is an entrepreneur, game designer, and author of a Theory of Fun for Game Design. He is currently CEO of playable worlds. He was Lead Designer on pioneering MMO Ultima Online, and Creative Director of Star Wars Galaxies. He founded Metaplace in 2006, which was acquired by the social gaming company Playdom.
In this Metacast episode, Matt Dion, Abhimanyu Kumar and Nicolas Vereecke, join your host Maria Gillies to discuss: #1 Ubisoft Attracts Buyout Interest: Why could Ubisoft be exploring a buyout? Are there parallels to be drawn between Ubisoft and Activision Blizzard's acquisition?#2 Meta Struggles to Recover Market Value: Is it possible for Meta to recoup their metaverse investment considering the competitive landscape?#3 Playable Worlds Raise: What is Playable Worlds developing? If there's someone to trust to develop a sandbox MMO game it's Raph Koster.#4 STEPN: Move-to-Earn or Ponzinomics?: Is STEPN's tokenomics sustainable or is the product walking the same path as Axie Infinity? Does reduced token value mean a game's unsuccessful? What could be the future of move-to-earn?Key Resources: Episode summary | YouTube videoIf you would like us to discuss any other gaming-related topics, do reach out at metacast@naavik.co. We'd love to hear your general thoughts and feedback too! And as always, if you like the episode, you can help others find us by leaving a rating or review! Join the discussion: DiscordRead more: NewsletterWatch more: YouTubeGo premium: Naavik Premium ResearchFollow us: Twitter | LinkedIn | Facebook | WebsiteSound design by Gavin Mc Cabe.
Melih Arat ile Yeni Fikirler ve Kitaplar programının bu bölümünde, Raph Koster'in Oyun Teorisi isimli kitabı incelendi.
Melih Arat ile Yeni Fikirler ve Kitaplar programının bu bölümünde, Raph Koster'in Oyun Teorisi isimli kitabı incelendi.
Melih Arat ile Yeni Fikirler ve Kitaplar programının bu bölümünde, Raph Koster'in Oyun Teorisi isimli kitabı incelendi.
Raph Koster is a legendary game designer behind Ultima Online and Star Wars Galaxies. In this episode, we discuss the metaverse, virtual worlds, governance, game economies, creativity and everything in between.
What are the differences between On-Chain game assets (NFTs) and regular in-game assets? What is up with Raph Koster's new MMO? Is this the top of the NFT bubble?Answer to this and more in this week's roundtable!In this Metacast episode, Abhimanyu Kumar and Miikka Ahonen are joined by your host Nicolas Vereecke to discuss; - The debate: On-chain vs Off-chain game assets - Raph Koster reveals tech for Playable Worlds - Statespace raises $50 million As this week's bonus segment, we are making bold predictions about the NFT space! If you'd like to join the discussion, feel free to join our Discord! And as always, if you like the episode, you can help others find us by leaving a rating or review! If you'd like more content, check us out at www.naavik.co. You can also find us on Twitter, LinkedIn and Facebook.
On this week's show, Bree and Justin talk about Elyon's delay, Crowfall's layoffs, LOTRO's newest class, New World's open beta, Raph Koster's multiverse, and when leaving MMOs isn't as easy an option as you might assume. It's the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you'd like to send in your question to the show, use this link or call in to our voicemail at (734) 221-3973. Show notes: Intro Adventures in MMOs: Runes of Magic, Fallout 76, Star Wars Galaxies News: Elyon delays, goes F2P -- also Lost Ark News: New World runs open beta News: Crowfall goes through layoffs News: LOTRO tests Brawler and LIs 3.0 News: Raph Koster is getting ambitious Mailbag: When leaving an MMO isn't an option Mailbag: Is WoW still an MMO? Outro Other info: Podcast theme: "Hunting" from LOTRO Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, iHeartRadio, Pocket Casts, Amazon, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, Google Plus, Twitch If you're having problems seeing or using the web player, please check your flashblock or scriptblock setting.
Today I'm talking with Eric Goldberg, who is an investor and an entrepreneur in gaming, and he has been in the industry for close to 35 years now. Eric runs an investment company called Crossover Technologies. And he's now a co-founder with Raph Koster in Playable Worlds. In this episode, we're going to be talking about Eric's background, his knowledge of gaming funding, but also about some of these billion dollar game companies, how they've been growing in the recent years, and what has been changing there to allow these companies to come up.
Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. We talk about more of what we've played so far, including differences between each of our experiences especially, and culminating in the Opera House. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Opera House! Issues covered: not being able to play every day, lack of recaps, enjoying the thief play, fighting a merchant and stealing his clothes, "who does this?," playing different games, the influence of party members on combat play, the trickster as main character, missing out on surprises because you spent so much time on a space, recontextualizing a space, paying off the cider/setting up things that needed to be dealt with later, transitioning based on order, a little bit of proto-Tower Defense, how/why Brett lost, fighting Kefka, the transformation of Terra, spell ordering in the menus, learning from Espers (rather than treating them as Items), implementation cost tradeoffs, effective use of Mode 7, a brief aside on how Mode 7 works, hardware-supported image tricks, retroactive peformance analysis, making a level out of sprites, party composition, a flashback with Edgar and Sabin, losing context for later information, Locke and Rachel, the backstory and its many tropes, the HadesGiga earthquake thing and avoiding it, the clock puzzle in Zozo and everyone lying to you, Edgar's chainsaw, the Opera House, getting to rewind time, Tim failing the timer due to shenanigans, really laying out the scene, not playing to the game's audience (with opera), a big set-up to introduce Setzer, investing in the developers' passions, limited sources of pop culture reference, drawing from a wider range of influences, layering force over the top, a review that calls back a couple years, keeping Edgar in the party, Balthier (FFXII) as Han Solo stand-in, abstraction and JRPGs, music in the game, getting into JRPGs in 2000. Games, people, and influences mentioned or discussed: Dragon Quest Builders, Chrono Trigger, Star Fox, Mario Kart, PlayStation, Jedi Starfighter, Super Castlevania IV, Hironobu Sakaguchi, Romeo and Juliet, Friday the 13th, biostats, Nintendo DS, The Three Amigos, Star Wars, Aliens, The Matrix, BioShock, Ayn Rand, The Fountainhead, Atlas Shrugged, The Witcher 3, Death Stranding, ArmsTech President Kenneth Baker, Metal Gear Solid, Eric Anderson, Logan Wells, Kirk Hamilton, Jason Schreier, Triple Click, Maddy Myers, Stephen, Dragon Quest XI, Raph Koster, Dungeons & Dragons, Nobuo Uematsu, The Last Story, Aaron Evers, Mark Garcia. Next time: Check the Twitter! Links: An orchestral/sung version of the Opera Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
On this week's episode, we're talking about postapocalyptic fiction, specifically stories set in the wake of a climate apocalypse. The tentpoles are Trail of Lightning by Rebecca Roanhorse, the fanfic "Moebius" by AuroraNova and Mad Max: Fury Road. What We’re Into Lately The House of Niccolò series by Dorothy Dunnett Act Your Age, Eve Brown by Talia Hibbert Parks and Recreation The World Figure Skating Championship A Face Like Glass by Frances Hardinge love, in fire and blood by cicer Practical Creativity by Raph Koster Other Stuff We Mentioned Be the Serpent, Episode 3: Apocalypse Sometime, Maybe Next Tuesday Cuckoo Song by Frances Hardinge The Lie Tree by Frances Hardinge Be the Serpent, Episode 38: A Hugo Award Special — The Novels of 2018 “Small Changes Over Long Periods of Time” by K.M. Szpara The Old Guard Atomic Blonde Studio Ghibli movies James Bond movies “Peer Gynt” by Grieg The first Mad Max movie Good Omens by Terry Pratchett and Neil Gaiman Mass Effect games The ending of Mass Effect 3 Deal with the Devil by Kit Rocha Book of the Unnamed Midwife by Meg Elison The Day After Tomorrow Who Should Live In Flooded Old New York? by Brooke Bolander Embers by Vathara The Calculating Stars by Mary Robinette Kowal The Fifth Season by NK Jemisin Lotus Blue by Cat Sparks Mortal Engines by Philip Reeve The Sea and Summer (aka Drowning Towers) by George Turner ‘The Fall of Civilizations’ podcast How We Get to Carbon Zero by Bianca Nogrady The Expanse Space Sweepers Mars Trilogy by Kim Stanley Robinson Macey’s Fun Facts Bronze Age Mediterranean Corner 1177 BC: The Year Civilization Collapsed by Eric H. Cline The most famous and meme-able trader to ever live, Ea-nasir For Next Time Crimson Peak film Content Warnings Gore and implied sexual assault in Mad Max: Fury Road Gore and (urban fantasy standard) violence in Trail of Lightning Transcription The transcript for this episode is available here. Thank you as always to our brilliant team of scribes!!
On this week’s show, Bree, Chris, Tyler, and Justin talk about Magic Legends' soft launch, World of Warcraft's business practices, Burning Crusade Classic's beta test, Elite Dangerous Odyssey, Raph Koster's manifesto, and mail about subscriptions and excessive currencies. It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your question to the show, use this link or call in to our voicemail at (734) 221-3973. Show notes: Intro Discussion: Evaluating Magic Legends' soft launch News: World of Warcraft alters game time purchase options, raises subscription prices in certain regions News: Burning Crusade Classic starts beta testing News: Elite Dangerous's Odyssey alpha test News: Raph Koster's virtual worlds manifesto News: Thoughts on Monster Hunter Rise Mailbag: When subs aren't worth it Mailbag: Too many MMO currencies Outro Other info: Podcast theme: "Main theme" from Magic Legends Your show hosts: Justin, Chris, Tyler, and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, iHeartRadio, Pocket Casts, Amazon, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, Google Plus, Twitch If you’re having problems seeing or using the web player, please check your flashblock or scriptblock setting.
Salve a tutti,Io sono Paolo Gambardella e questo è il primo podcast in italiano dedicato al game design. Nella puntata di oggi do la mia opinione sui quattro discorsi più comuni che leggo e vedo in rete quando si parla di apprendimento del game design.In questo episodio vi mostro un modo semplice ed efficace di iniziare un progetto di gioco o di meccanica di gioco: narrare l'esperienza del giocatore.Iniziamo!Link Utili:- Intervento di Raph Koster: https://www.raphkoster.com/games/interviews-and-panels/what-it-takes-to-be-a-juniorentry-game-designer/ Get full access to Game Design Italia at gamedesignitalia.substack.com/subscribe
Salve a tutti,Io sono Paolo Gambardella e questo è il primo podcast in italiano dedicato al game design. Nella puntata di oggi do la mia opinione sui quattro discorsi più comuni che leggo e vedo in rete quando si parla di apprendimento del game design.In questo episodio vi mostro un modo semplice ed efficace di iniziare un progetto di gioco o di meccanica di gioco: narrare l'esperienza del giocatore.Iniziamo!Link Utili:- Intervento di Raph Koster: https://www.raphkoster.com/games/interviews-and-panels/what-it-takes-to-be-a-juniorentry-game-designer/
Allowing students to earn badges in the A&P course provides motivation to master all the concepts and also provides granular documentation of learning beyond the transcripted course grade. Host Kevin Patton shares his experience, along with a discussion of skin color in teaching future health professionals and the use of refresher tests to get students ready for their A&P course. 00:00 | Quotation 00:46 | Refresher Tests 08:49 | Sponsored by AAA 10:13 | Black & Brown Skin 19:48 | Sponsored by HAPI 20:54 | Badges 1: Digital Micro-Credentials 29:06 | Sponsored by HAPS 30:07 | Badges 2: Gamification 38:11 | Staying Connected If you cannot see or activate the audio player click here. Apply for your credential (badge/certificate) for listening to this episode. Please take the anonymous survey: theAPprofessor.org/survey Questions & Feedback: 1-833-LION-DEN (1-833-546-6336) Follow The A&P Professor on Twitter, Facebook, Blogger, Nuzzel, Tumblr, or Instagram! “That's what games are, in the end. Teachers. Fun is just another word for learning.” (Raph Koster) Refresher Tests 8 minutes A brief "refresher" on refresher tests, or as Kevin calls them... Test Zero. Pulling together ideas mentioned in past episodes, Kevin describes how he uses initial review tests in A&P 1 and a bit differently in A&P 2 to get students better prepared for their course. And he reveals the learning science behind why they work. Some previous episodes that mention Test Zero Teaching For Long Term Learning | Episode 7 The Syllabus Episode | Bonus | Episode 24 Promoting Academic Integrity in Our Course | Episode 25 Warnings & Safety Tips in the A&P Syllabus | Episode 57 The Prerequisite Problem | Wi-Fi Effects | Transplant Genomes | Episode 61 Sponsored by AAA 1.5 minutes A searchable transcript for this episode, as well as the captioned audiogram of this episode, are sponsored by the American Association for Anatomy (AAA) at anatomy.org. Searchable transcript Captioned audiogram Don't forget—HAPS members get a deep discount on AAA membership! Sign up for the new VDD or Virtual Dissection Database. You can access it at www.virtualdissectiondatabase.com Black & Brown Skin | Book Club 9.5 minutes A&P faculty have the awesome responsibility to "set the stage" for future health professionals. One way we can do this is to start early with an awareness of anatomic variations and how they influence observation of clinical signs. That that starts with the skin, particularly how common clinical conditions appear in a variety of skin colors. A new recommendation from The A&P Professor Book Club may help us (and our students) with that. Black & Brown Skin (Mind the Gap book) www.blackandbrownskin.co.uk/ Pulse Oximeter Devices Have Higher Error Rate in Black Patients (NY Times article) my-ap.us/3q0Gkg7 Racial Bias in Pulse Oximetry Measurement (letter in New England Journal of Medicine) my-ap.us/3jud132 Back to Campus Pandemic Teaching | Resilience | TAPP 74 (where Kevin talks about "setting the stage" in lion taming) Sponsored by HAPI Online Graduate Program 1 minute The Master of Science in Human Anatomy & Physiology Instruction—the MS-HAPI—is a graduate program for A&P teachers, especially for those who already have a graduate/professional degree. A combination of science courses (enough to qualify you to teach at the college level) and courses in contemporary instructional practice, this program helps you be your best in both on-campus and remote teaching. Kevin Patton is a faculty member in this program. Check it out! nycc.edu/hapi Badges 1: Digital Micro-Credentials 8 minutes Returning to the concept of badges (which are available for podcasts, book readings, seminars, etc., in The A&P Professor universe world), Kevin talks about the value of badges both for us as professional educators and for our students. The example of the latter is Kevin's use of badges in his Pre-A&P course. 86 | What a Year! | Pandemic Teaching & More | A Reflection (episode where I describe TAPP-ed badges) The A&P Professor Community (private online community with upcoming micro-course in micro-credentials) theAPprofessor.org/community (February 2021 subscription discount at theAPprofessor.org/Insider21 Badgr (digital micro-credentialing platform; free for basic badging functions) badgr.com Education | Professional Development (TAPP-ed page that describes & links to all the badges available in The A&P Professor Education program) Pre-A&P Badges | And Why Should I Care? (Kevin's student-facing web page for the badges he awards in his Pre-A&P course; list of badges & criteria; explanation of badges to students, including how to use them) lionden.com/fis-badges.htm Sponsored by HAPS 1 minute The Human Anatomy & Physiology Society (HAPS) is a sponsor of this podcast. You can help appreciate their support by clicking the link below and checking out the many resources and benefits found there. Watch for virtual town hall meetings and upcoming regional meetings! Anatomy & Physiology Society theAPprofessor.org/haps Badges 2: Gamification 8 minutes The digital micro-credential conversation continues with a discussion of the gamification advantage to using badges in a higher-ed course. And we circle back to the "credential" aspect of badges, too. Duolingo (free app for learning a new language, where Kevin is currently experiencing the advantages of gamification as he learns the Esperanto lingvo, er, language) www.duolingo.com/info Gamifying Education: Motivation and the Implementation of Digital Badges for Use in Higher Education (journal article) my-ap.us/3rxneig The Usefulness of Digital Badges in Higher Education - Exploring the Student Perspectives (journal article) my-ap.us/2MLz4GL The Elements of Gamification Learning in Higher Education: A Systematic Literature Review my-ap.us/36SntfJ Discount subscription to The A&P Professor Community → theAPprofessor.org/Insider21 (good through Feb 2021) If the hyperlinks here are not active, go to TAPPradio.org to find the episode page. More details at the episode page. Transcript available in the transcript box. Listen to any episode on your Alexa device. Need help accessing resources locked behind a paywall? Check out this advice from Episode 32 to get what you need! https://youtu.be/JU_l76JGwVw?t=440 Take The A&P Professor experience to the next level! The A&P Professor community Earn cash by referring other A&P faculty to this podcast: theAPprofessor.org/refer Tools & Resources Amazon Text Expander Rev.com Snagit & Camtasia Krisp Free Noise-Cancelling App The A&P Professor Logo Items Sponsors Transcript and captions for this episode are supported by the American Association for Anatomy | anatomy.org The Human Anatomy & Physiology Society provides marketing support for this podcast | theAPprofessor.org/haps Distribution of this episode is supported by NYCC's online graduate program in Human Anatomy & Physiology Instruction (HAPI) | nycc.edu/hapi Clicking on sponsor links helps let them know you appreciate their support of this podcast! Follow The A&P Professor on Twitter, Facebook, Blogger, Nuzzel, Tumblr, or Instagram! 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Business Book Movement - Notion360. Revisión Online del Libro: A Theory of Fun for Game Design - Raph Koster. Invitado: Gerick Toro. Únete a nuestra comunidad en Discord a través del siguiente enlace: https://bookmovement.co/discord See acast.com/privacy for privacy and opt-out information.
#175 "Kapow?"Roundtable 2020.05.19 Your nice hosts talk big picture and get deep into the weeds this week. Mark runs Flash at 60fps on the Switch, Ellen makes a Star Trek reference, and Stephen wants more games that aren't fun.Hey you! If you're porting a project, whether it's just to a new Unity build target, or to a whole new codebase, we want to hear about it! contact@noblerobot.com or @NiceGamesClub.GDC's summer event will be digital only - Megan Farokhmanesh, The VergeNeat things that Star Trek Online did with Star Trek lore - Eliot Lefebvre, Massively Overpowered Fun in Games 0:11:09 Ellen Burns-JohnsonGame DesignAssassin's Creed Valhalla Is Bringing Back The Instakill Hidden Blade, In A Sig… - Stephen Totilo, KotakuAssassin's Creed Odyssey Developers Say Breaking Series Traditions Made For A B… - Stephen Totilo, Kotaku15 things you can do to make Breath of the Wild feel new again - Patricia Hernandez, PolygonRaph Koster's Theory of Fun, ten years on - Leigh Alexander, Game DeveloperSolaris (1972) - trailer Porting Your Game 0:44:11 Mark LaCroixHardwareProgrammingYour Indie Game on Console: A Practical Guide to Porting - Thomas O'Connor, GDCOUYA works with Xbox 360 and PS3 controllers - Rik Henderson, Pocket-lintMicrosoft Windows Astoria bridge for Android is dead - Jan Vermeulen, MyBroadbandHaxe (programming langauge) - WikipediaPost-Mortem on Transitioning from Flash to Haxe - Doug Pearson, GameDaily ConnectC-- (programming language) - WikipediaIntroduction to OpenFL - HaxeFlixel documentationEpic Games' Unreal Engine Heads To Flash - Kris Graft, Game DeveloperAdobe Flash Player Export in Unity 4.0 - Ralph Hauwert, UnitySunsetting Flash - David Helgason, UnityDevelopment of Duke Nukem Forever - Wikipedia
#175 "Kapow?" Roundtable 2020.05.19 Your nice hosts talk big picture and get deep into the weeds this week. Mark runs Flash at 60fps on the Switch, Ellen makes a Star Trek reference, and Stephen wants more games that aren't fun. Hey you! If you're porting a project, whether it's just to a new Unity build target, or to a whole new codebase, we want to hear about it! contact@noblerobot.com or @NiceGamesClub. GDC’s summer event will be digital only - Megan Farokhmanesh, The Verge Neat things that Star Trek Online did with Star Trek lore - Eliot Lefebvre, Messively Overpowered Fun in Games 0:11:09 Ellen Burns-Johnson Game Design Assassin’s Creed Valhalla Is Bringing Back The Instakill Hidden Blade, In A Sig… - Stephen Totilo, Kotaku Assassin’s Creed Odyssey Developers Say Breaking Series Traditions Made For A B… - Stephen Totilo, Kotaku 15 things you can do to make Breath of the Wild feel new again - Patricia Hernandez, Polygon Raph Koster's Theory of Fun, ten years on - Leigh Alexander, Gamasutra Solaris (1972) - trailer Porting Your Game 0:44:11 Mark LaCroix Hardware Programming Your Indie Game on Console: A Practical Guide to Porting - Thomas O'Connor, GDC 2018 OUYA works with Xbox 360 and PS3 controllers - Rik Henderson, Pocket-lint Microsoft Windows Astoria bridge for Android is dead - Jan Vermeulen, MyBroadband Haxe (programming langauge) - Wikipedia Post-Mortem on Transitioning from Flash to Haxe - Doug Pearson, GameDaily Connect C-- (programming language) - Wikipedia Introduction to OpenFL - HaxeFlixel documentation Epic Games' Unreal Engine Heads To Flash - Kris Graft, Gamasutra Adobe Flash Player Export in Unity 4.0 - Ralph Hauwert, Unity Blog Sunsetting Flash - David Helgason, Unity Blog Development of Duke Nukem Forever - Wikipedia
On this week’s show, Bree and Justin engage in their annual Christmas week mailbag spectacular! It's a whole episode of nothing but listener questions and topics, including discussions about crafting, exploring, the mind of Raph Koster, underwater combat, and more! It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your question to the show, use this link or call in to our voicemail at (734) 221-3973. Show notes: Intro Mailbag: Music and writing awards Mailbag: Should more MMOs have exploration abilities? Mailbag: Crafting and getting started in EVE Online Mailbag: What vanilla Guild Wars 2 features should return? Mailbag: The "only one MMO" gamer Mailbag: When has one game made you want to play a different one? Mailbag: Paid transmog in World of Warcraft Mailbag: Getting into the mind of Raph Koster Mailbag: Talk about Shadowbane! Outro Other info: Podcast theme: "Frostburgh" from LEGO Universe Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, iHeartRadio, Pocket Casts, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, and Twitch If you’re having problems seeing or using the web player, please check your flashblock or scriptblock setting.
Hello all and welcome to another episode of the Clockwork Game Design Podcast! This is Raph's second time on the podcast (the first time was Episode 37) but it's always good to have him on the show. On this episode, Raph and I talk a lot about simulationist RPGs, some of his experience working on … A Conversation with Raph Koster Read More »
Traveling is tricky right now and, for most, the boundaries of our worlds have shrunk dramatically. So a lot of people are spending a lot more time in virtual places, like Sea of Thieves, Fortnite, Ultima Online and more. Explore how these online worlds help us push past real-world boundaries and have vastly new experiences, even become new versions of ourselves—all without leaving the comfort of home. Check out guest Wes Locher’s book, Braving Britannia: Tales of Melancholy, Malice, and Peril in Ultima Online. You can learn more about Russell Quinn’s computer game, Linda & Joan, at lindajoan.com. Huge thanks to Lee Yancy, whose conversations were invaluable for contextualizing the world of video games, and to Raph Koster for his insight into the virtual world. The computer-y music in this episode was created by musician Phil Cook, and that lovely guitar tune was played by Checquer Checquer. Our unsung hero for this episode is Emma Taubner, our super-star encoder who makes episodes of Pindrop available to listen on TED.com. Pindrop is produced by Jesse Baker and Eric Nuzum of Magnificent Noise. This episode was produced by Kim Nederveen Pieterse along with Elyse Blennerhassett, Hiwote Getaneh and Sabrina Farhi, Angela Cheng and Michelle Quint and with the guidance of Roxanne Hai Lash and Colin Helms. Our fact-checkers are Nicole Bode, Abbey White and Paul Durbin. This episode was mixed and sound designed by Kristin Mueller. We're doing a survey! If you have a minute, please take it at surveynerds.com/pindrop. It really helps make the show better.
Episode 13 ‘Dualshock, it's Dualshock!' This weeks games are E.T. The Extra-Terrestrial, Wave Race 64, Lair and Eternal Champions. Please like, share and review. We would like to thank you all for your support... Stay safe, Be excellent to each other. We hope you enjoy! Jacobz, Sketzz & CookiE The fantastic interview Sketzz talks about with Raph Koster on Countdown to Classic can be found here starting at 37.20: https://countdowntoclassic.com/2019/12/15/episode-128-raph-koster/#more-2128 Please check out Riskit Fiverr store and FB page https://www.fiverr.com/pixelzero https://www.facebook.com/PixelZer0/ Please check out Krysiz eBay and FB page below https://www.ebay.co.uk/str/retroheroes https://www.facebook.com/theretroheroes/ Please check out Fay Frost on FB and Instagram: https://www.facebook.com/FayFrostArt/ https://www.instagram.com/_fayfrost_/ Please contact Fay for commission submissions via: Frostart.requests@gmail.com Please check out Synthetic Development on FB and Instagram: https://www.facebook.com/Synthetic3d https://www.instagram.com/synthetic3d/ https://www.synthetic3d.com/ Podcast credits. This podcast uses these sounds from freesound: Intro by user https://freesound.org/people/dpren/ Pause sound https://freesound.org/people/RunnerPack/ Question time by user https://freesound.org/people/LittleRobotSoundFactory/ Outro by user https://freesound.org/people/rrrrrrrrtrtr/ Game over by https://freesound.org/people/SoundEffectsPodcast_com/
Welcome to Episode 75 of Grief Burrito! This week the Burrito Bois have got a super special episode ahead for you. They managed to wrangle a real life Triple A Game Developer in the form of Carlos Sanchez who has worked on some seriously huge games like Madden, Destiny 1 & 2 and the Forza Horizon 4! They get super in-depth about what it's like during the process of creating a game with budgets in the millions, how to keep calm, how to stay focused and even the feeling of only shipping 20% of the game you want to make! It can be a huge task moving from one franchise to another and especially during the next gen shift like we're seeing with the Series X and the PS5 so the Burrito Bois felt tasked with finding out all the advice they could for up and coming game developers and Indie Devs who are looking for some tips! A heads up later in the episode there are SPOILERS FOR DESTINY 2, please be aware going in. Jordan being a HUGE Destiny fan has to know Carlos' favourite character it's probably Nathan Fillions character! Make sure to check out Carlos' Twitch Channel SarynnTV here ---> https://www.twitch.tv/sarynntv We hope you enjoy this episode and if you have any feedback or comments please contact us on griefburrito@gmail.com Our Socials ---> https://linktr.ee/griefburrito Want up to 90% off all the latest games?! Use our link for discounts ---> https://www.cdkeys.com/?mw_aref=GriefBurrito Weekly Recommends: Spiritfarer - https://store.steampowered.com/app/972660/Spiritfarer/ RockSmith - https://store.steampowered.com/app/221680/Rocksmith_2014_Edition__Remastered/ Post Mortems by Raph Koster - https://www.amazon.co.uk/dp/0996793747?tag=duckduckgo-exp-b-uk-21&linkCode=osi&th=1&psc=1
Lag is a Dj and very respected producer, who is strong in creating grooves and rhythms, often offbeat but still dancefloor oriented. His music has made regular appearances on labels such as Mord, Elements, THEM and lately Upperberry, plus a number of remixes on imprints such as Green Fetish Records, Coincidence Records and Metempsychosis Records. Beside being a strong producer and touring DJ, Lag is also an active supporter of up and coming producers with a Twitch live stream and series of feedback sessions. In this chat, we go deep into making offbeat music, why this may / may not work for everyone, and we explore the beginnings of ‘broken techno’. We talk about holding contrasting opinions with people and we also touch on the subjects of anxiety and depression. If this wasn’t enough for a single podcast (both Lag and I could talk forever!), we explore the natural narcissism that affects creators and the evergreen topic of finding fulfillment. In all of this, what strikes us is not only Lag’s preparation and strong passion for his craft, but also his capacity of not taking things too seriously. If you enjoyed this chat and what we do, please consider following the guest and Home Of Sound on social media and leaving us a review or comment! Check out Lag’s Rhythm Production online masterclass: https://www.homeofsound.co.uk/p/lag Check out Lag and other HoS guests selected playlists [Adam Heaton X Home Of Sound]: www.adam-heaton.co.uk/playlists -- Lag -- instagram.com/this.is.lag facebook.com/This.is.Lag soundcloud.com/lag open.spotify.com/artist/2yfkWfvz9H1U5Oaz2BU2o9 Submit your track to Lag for feedback (check rules!): www.twitch.tv/commissarlag “The New Social Norm” (Upperberry release): upperberry.bandcamp.com/releases Korg Minilogue XD synth: korg.com/uk/products/synthesizers/minilogue_xd British Murder Boys - be like i am: youtube.com/watch?v=IeiCJcP8-ag “Making Music” by Dennis DeSantis / Ableton - book: makingmusic.ableton.com Objekt’s Production manual - book pdf: https://drive.google.com/file/d/1YTd_6RsLmyw1NndNbhdmxS6347dA349D/view Theory Of Fun by Raph Koster - book: amazon.co.uk/Theory-Game-Design-Raph-Koster/dp/1932111972 -- Home Of Sound -- Masterclasses with VSK, Scalameriya, Rommek, Lag and more: www.homeofsound.co.uk
On this week’s show, Bree and Justin adjust to the news that Torchlight III and New World are coming soon, look over Phantasy Star Online 2's content roadmap, touch base with Raph Koster's studio, follow up with a few controversial MMO studio efforts, and It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so. Show notes: Intro Adventures in MMOs: RIFT, Lord of the Rings Online, SWG News: New World is coming this August News: Torchlight III goes into early access News: EVE Online's asset bait and switch News: Phantasy Star Online 2's roadmap News: Raph Koster's MMO studio gets $10 million in funding, talks up tech News: ArcheAge launches Garden of the Gods expansion News: EverQuest throttles progression server, compensates players Mailbag: How can MMOs police chat channels? Mailbag: Modding and Fallout 76 Outro Other info: Podcast theme: "Dawn over Norrath" from EverQuest Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, iHeartRadio, Pocket Casts, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, and Twitch If you’re having problems seeing or using the web player, please check your flashblock or scriptblock setting.
In this episode of ElixirMix, we visit with Alex Koutmos about data processing pipelines in Elixir using Broadway. His multi-part blog posts go beyond “making it work” to monitoring and visualizing the flow. We discuss using RabbitMQ to process, Grafana to visualize, and much more! Panelists Josh Adams Eric Oestrich Sophie DeBenedetto Mark Ericksen Guest Alex koutmos Sponsors CacheFly ____________________________________________________________ "The MaxCoders Guide to Finding Your Dream Developer Job" by Charles Max Wood is now available on Amazon. Get Your Copy Today! ____________________________________________________________ Links Bridge Connector RabbitMQ GitHub dashbitco/broadway GitHub elixir-lang/gen_stage Broadway, RabbitMQ, and the Rise of Elixir Part 1 Broadway, RabbitMQ, and the Rise of Elixir Part 2 hexdocs Broadway/RabbitMQ GitHub meltwater/gen_rmq Sentry Twitter Alex Koutmos GitHub AlexKoutmos Alex Koutmos Blog Picks Josh Adams: IndieWeb Keycloak Eric Oestrich: Raph Koster's Website Mark Ericksen: The Erlangelist Star Trek Picard Alex Koutmos: Database Internals Linux Academy
In this episode of ElixirMix, we visit with Alex Koutmos about data processing pipelines in Elixir using Broadway. His multi-part blog posts go beyond “making it work” to monitoring and visualizing the flow. We discuss using RabbitMQ to process, Grafana to visualize, and much more! Panelists Josh Adams Eric Oestrich Sophie DeBenedetto Mark Ericksen Guest Alex koutmos Sponsors CacheFly ____________________________________________________________ "The MaxCoders Guide to Finding Your Dream Developer Job" by Charles Max Wood is now available on Amazon. Get Your Copy Today! ____________________________________________________________ Links Bridge Connector RabbitMQ GitHub dashbitco/broadway GitHub elixir-lang/gen_stage Broadway, RabbitMQ, and the Rise of Elixir Part 1 Broadway, RabbitMQ, and the Rise of Elixir Part 2 hexdocs Broadway/RabbitMQ GitHub meltwater/gen_rmq Sentry Twitter Alex Koutmos GitHub AlexKoutmos Alex Koutmos Blog Picks Josh Adams: IndieWeb Keycloak Eric Oestrich: Raph Koster's Website Mark Ericksen: The Erlangelist Star Trek Picard Alex Koutmos: Database Internals Linux Academy
Amusement Expo International is an annual event for the coin-operated and revenue-gathering amusement that features and showcases vendors, developers and businesses and brings new technologies and networking opportunities under one roof. The convention is held every March at the Las Vegas Convention Center. More info about Amusement Expo can be found here: https://www.amusementexpo.org In this episode, Bob will be talking about Amusement Expo 2019 and what to expect there. Bob will also be joined by Jan Goetgeluk from Virtuix, and they will talk about the initial week's results from their first installation of the new VR Arena, Phil Martin from Zero Latency who will talk about the reactions to their new Sol Raiders competitive game. Bob will also hear from Exit-VR co-founder and Huxley developer Sven Haeberlein, Vex founder Julien Henrico and Arc Arena's topper Lathan and talk about their new VEX arena with environmental haptics. Amy Hedrick from Cleanbox will also join the webinar and cover their new medical-grade UV headset disinfecting solution. Let's dive in! WHAT YOU'LL LEARN FROM THIS EPISODE: Amusement Expo 2019 agenda Links: Theory of Fun for Game Design by Raph Koster: https://www.amazon.com/gp/product/B00GK5SRFY/ref=dbs_a_def_rwt_hsch_vapi_taft_p1_i0 SONO wipes: https://www.amazon.com/SONO-Medical-Grade-Disinfecting-Wipes-Pack/dp/B01M0V9EWI Mentoring Facebook Group: https://www.facebook.com/groups/BCVRMG/ Other Links: www.zerolatencyvr.com http://arc-studios.com http://virtuix.com http://cleanboxtech.com https://huxleyvr.com/ https://backlight.fr/ Listen to PART 1 and 2 here: https://anchor.fm/bobcooney-vrdeepdive/episodes/EP28-Bob-Cooneys-Virtual-Reality-Deep-Dive---Amusement-Expo-Preview-Part-1-eabgop https://anchor.fm/bobcooney-vrdeepdive/episodes/EP29-Bob-Cooneys-Virtual-Reality-Deep-Dive---Amusement-Expo-Preview-Part-2-eabgpp
Amusement Expo International is an annual event for the coin-operated and revenue-gathering amusement that features and showcases vendors, developers and businesses and brings new technologies and networking opportunities under one roof. The convention is held every March at the Las Vegas Convention Center. More info about Amusement Expo can be found here: https://www.amusementexpo.org In this episode, Bob will be talking about Amusement Expo 2019 and what to expect there. Bob will also be joined by Jan Goetgeluk from Virtuix, and they will talk about the initial week's results from their first installation of the new VR Arena, Phil Martin from Zero Latency who will talk about the reactions to their new Sol Raiders competitive game. Bob will also hear from Exit-VR co-founder and Huxley developer Sven Haeberlein, Vex founder Julien Henrico and Arc Arena's topper Lathan and talk about their new VEX arena with environmental haptics. Amy Hedrick from Cleanbox will also join the webinar and cover their new medical-grade UV headset disinfecting solution. Let's dive in! WHAT YOU'LL LEARN FROM THIS EPISODE: VEX Arena that allows third-party developers to make VR games for their platform How many sites have VEX installed and operated Unattended VR attractions in the future Cleanbox's new medical-grade UV headset disinfecting solution Huxley VR and their Escape Room VR experience BackLight and their new game Links: Theory of Fun for Game Design by Raph Koster: https://www.amazon.com/gp/product/B00GK5SRFY/ref=dbs_a_def_rwt_hsch_vapi_taft_p1_i0 SONO wipes: https://www.amazon.com/SONO-Medical-Grade-Disinfecting-Wipes-Pack/dp/B01M0V9EWI Mentoring Facebook Group: https://www.facebook.com/groups/BCVRMG/ Other Links: www.zerolatencyvr.com http://arc-studios.com http://virtuix.com http://cleanboxtech.com https://huxleyvr.com/ https://backlight.fr/ Listen to PART 1 here: https://anchor.fm/bobcooney-vrdeepdive/episodes/EP28-Bob-Cooneys-Virtual-Reality-Deep-Dive---Amusement-Expo-Preview-Part-1-eabgop
Amusement Expo International is an annual event for the coin-operated and revenue-gathering amusement that features and showcases vendors, developers and businesses and brings new technologies and networking opportunities under one roof. The convention is held every March at the Las Vegas Convention Center. More info about Amusement Expo can be found here: https://www.amusementexpo.org In this episode, Bob will be talking about Amusement Expo 2019 and what to expect there. Bob will also be joined by Jan Goetgeluk from Virtuix, and they will talk about the initial week's results from their first installation of the new VR Arena, Phil Martin from Zero Latency who will talk about the reactions to their new Sol Raiders competitive game. Bob will also hear from Exit-VR co-founder and Huxley developer Sven Haeberlein, Vex founder Julien Henrico and Arc Arena's topper Lathan and talk about their new VEX arena with environmental haptics. Amy Hedrick from Cleanbox will also join the webinar and cover their new medical-grade UV headset disinfecting solution. Let's dive in! WHAT YOU'LL LEARN FROM THIS EPISODE: About Amusement Expo 2019 and how it's growing each year People's reaction to Sol Raiders game Jan Goetgeluk's launch of a new VR arena and how it's operated Links: Theory of Fun for Game Design by Raph Koster: https://www.amazon.com/gp/product/B00GK5SRFY/ref=dbs_a_def_rwt_hsch_vapi_taft_p1_i0 SONO wipes: https://www.amazon.com/SONO-Medical-Grade-Disinfecting-Wipes-Pack/dp/B01M0V9EWI Mentoring Facebook Group: https://www.facebook.com/groups/BCVRMG/ Other Links: www.zerolatencyvr.com http://arc-studios.com http://virtuix.com http://cleanboxtech.com https://huxleyvr.com/ https://backlight.fr/ Listen to PART 2 and 3 here: https://anchor.fm/bobcooney-vrdeepdive/episodes/EP29-Bob-Cooneys-Virtual-Reality-Deep-Dive---Amusement-Expo-Preview-Part-2-eabgpp https://anchor.fm/bobcooney-vrdeepdive/episodes/EP30-Bob-Cooneys-Virtual-Reality-Deep-Dive---Amusement-Expo-Preview-Part-3-eabgrg
It's the penultimate episode of Countdown To Classic, and the show continues to bring in the big guns of MMORPG gaming, as well as a bunch of the WoW Classic community for a chat. Today, we kick off with a chat about battlegrounds with show favourite Marky Mark, and the 'new meta' that Classic players are experiencing through the Alterac Valley, and to a lesser extent, Warsong Gulch grind. After that, Josh is joined for an epic chat with MMORPG legendary designer Raph Koster, the current CEO of Playable Worlds, and former lead designer and creative director of Ultima Online and Star Wars Galaxies, respectively. Listen in to one of the best chats the show has featured, as Raph talks everything from Richard Garriott's castle, to his thoughts on micro-transactions and their place in gaming, to his current work with Playable Worlds. Following that, Josh publishes a bunch of calls that he has held on to far too long, with apologies to the callers, as we heard about a diverse range of WoW Classic topics from DHK's to Pet Threat. Highlights Below: Calling Countdown #1 - Ranking in 2019 w/ DaRealMarkyMark - 5:20 Calling Countdown #2 - Raph Koster on MMORPG's - 37:20 Calling Countdown #3 - More Death & Taxes Memories w/ TheNidhugg - 3:08:10 Calling Countdown #4 - Feral Druid Issue w/ Quanta - 3:35:50 Calling Countdown #5 - Pet Threat w/ Sera - 3:47:15 Calling Countdown #6 - Dishonourable Kills w/ Soniti & Shahin - 4:02:30 Calling Countdown #7 - Healing w/ Effie - 4:19:10 Find Josh’s movie podcast, The Sinner Files @ https://www.sinnerfiles.com/ Follow Josh on Twitter @ https://twitter.com/count2classic?lang=en Join the Countdown To Classic Discord here: https://discord.gg/2xJAwNf Support the show with a tip at Ko-Fi @ https://ko-fi.com/Y8Y3D2TT
This one is a bit different. In this episode, "A Story About A Story About A Tree", I talk about games as human connection, unraveling a mystery from the late 90's, and airing my opinions on both Final Fantasy 7, and the entire internet. Some things to look forward to this time: Amateur philosophy and virtual film noir, all framed by the world's most boring Let's Play. This is the kind of series you can listen to out of order, but I’d recommend listening to the first episode at some point. It explains why this podcast exists, and was a lot of fun to make. I either shortened or paraphrased all of the articles I used, so here they are in full, for your reading pleasure: A Story About A Tree, by Raph Koster (who you will hear from again) Who Killed Miss Norway?, by Tracy Spaight Revisiting the Garden of Remembrance, by Raph Koster
Welcome to Dev Game Club, where we this week we start a new series with a bit of a different goal: a game we'll play for an initial couple of episodes and then return to from time to time. We discuss 2004's seminal and crowning MMORPG World of Warcraft, discussing the year in which it came out, a history (personal and not) of MMOs, and then dig a bit into the initial hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until level 8 Issues covered: revisiting our chat with John Romero, looking at 2004 in games, a live game model in EverQuest, self-cannibalization, early history of MUDs, a sad discovery, reflecting on Brad McQuaid's career, sharing games as source, MUDs and theming, talking through the history of a number of MMOs, talking about the market and approachability of other MMOs, peak users, the influence of other Blizzard games on WoW, Brett's confession, introducing characters through the RTS, modding and Warcraft III, launch and WoW, pulling the games from the shelves, server queues, revenue gross, Brett does some on-the-fly math, Activision-Blizzard merger, the starting area for gnomes and dwarves, inviting you into the world like a DM, learning the design language of the game, usability of the quest system, shifting the focus to quests (vs combat grinding), doing multiple things with the quests and rewards, changing your character's look, each race having its own animation set, differentiating races strongly, pre-rendered introduction, RTS influence again, seeing your first human (on a horse), simplifying WoW in the modern version, having to read the text to understand where to go, adding user interface mods, increasing intrinsic reward through difficulty, managing your own grouping, growing the scale of what you see, scale of towns and villages, growing up with the world through exploration, experience ramp. Games, people, and influences mentioned or discussed: John Romero, LucasArts, Republic Commando, God of War, Shadow of the Colossus, Half-Life 2, DOOM 3, Metal Gear Solid 3, Fable, Halo 2, Far Cry, Chronicles of Riddick, Katamari Damacy, Vampire: The Masquerade: Bloodlines, Source Engine, Troika Entertainment, Tim Cain, Leonard Boyarsky, The Outer Worlds, EverQuest & EverQuest II, 989 Studios, Sony Online Entertainment, Rob Pardo, MUD, Roy Trubshaw, Richard Bartle, DikuMUD, Brad McQuaid, Zork, Adventure, MOO, Pantheon, Saga of Heroes, Habitat, LucasFilm Games, Randy Farmer, Chip Morningstar, Meridian 59, Ultima Online, Dark Age of Camelot, Asheron's Call, Raph Koster, Star Wars Galaxies, Ultima Underworld, Turbine Entertainment, Lord of the Rings Online, Mythic, EA, Star Wars: The Old Republic, Blizzard, Warcraft: Orcs and Humans, Bill Roper, Diablo, David Brevik, Warcraft III, Chris Metzen, DotA, Icefrog, Riot Games, Dark Souls. Next time: To level 20 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Tonight we are down a bunch of folks because it is in fact starting to be that time of the year. We have a bit of a roll over topic largely talking about the potential effects that World of Warcraft Classic has had on other projects. This was spurred by a new game from Raph Koster that got initial funding, and continues through a series of discussions about what MMORPGs have lost from the classic era. We also talk about why none of us are currently playing WoW Classic and the Boycott of Blizzard. Finally we wrap up with some discussion about Supergiant’s game Hades. Topics Discussed WoW Classic and its effect on game projects Raph Koster’s new game Brad McQuaid keeps creating the same game What is missing from Modern MMOs The absence of downtime activities Bel’s weirdly small total played number in Destiny 2 Ideas surrounding an MMORPG that spans PC, Mobile and Console all integrated and working together. Boycott of Blizzard The Hong Kong Situation Blizz Not Understanding the Boycott The hypocrisy of Blizz’s stance Hades Diablo and Rogue Legacy had a Child Narrated Patch Notes
On this week’s show, Bree and Justin check out a reshuffled MMO industry, with new projects for Mike O'Brien and Raph Koster, Funcom's new overlords, and Red Dead Online's long-awaited arrival for PCs. Plus, there's an ArcheAge Unchained interview with Merv Lee Kwai that you just have to hear! It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so. Show notes: Intro ArcheAge interview with Merv Lee Kwai News: Guild Wars 2 reveals build templates, community is grumpy News: Mike O'Brien leaves ArenaNet News: Raph Koster starts new MMORPG project News: Tencent bought a large chunk of Funcom News: Red Dead Online is coming to PCs next month Adventures in MMOs: City of Heroes, World of Warcraft Outro Other info: Podcast theme: "Taimi's Game Part 1" from Guild Wars 2 Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, iHeartRadio, Pocket Casts, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, Google Plus, Twitch If you’re having problems seeing or using the web player, please check your flashblock or scriptblock setting.
Psyonix explores a world without loot boxes. The Writers Guild Awards give the ol’ middle finger to game writers. Industry legend Raph Koster is getting back to his MMO roots. Music by Proviant Audio: http://freemusicarchive.org/music/Proviant_Audio/Welcome_Wilderness/Just_Like_That
What do you think is the #1 predictor for retention? In our first episode, we talk with Raph Koster, a legendary game designer who has worked in online games since 1993 and was the lead designer behind Ultima Online as well as the creative director for Star Wars Galaxies. Raph was there at the birth of modern LiveOps in early MUDs and MMORPG games, so what better guest to answer these and other burning questions for our first episode?Support the Show.
Raph Koster has undoubtedly changed the world of gaming. He was the lead designer of the legendary Ultima Online and the creative director behind Star Wars Galaxies. In 2004, he wrote _A Theory of Fun for Game Design_ which highlights Edutainment as the driving force behind great games. He speaks all over the world on the subject of game design and I’m super excited to have him here with us to share his knowledge.
In which we discuss what we as individuals have gotten out of RPGs, and what other people can get from them. * We now have a lost episode! * Dixie was an awkward child/teen/adult* RPGs helped her find "her people," her aesthetic, and confidence* Eddy was a similarly awkward kid, and RPGs helped him, too* On being "not enough" for certain subcultures/communities* Surprise, Matthew was also awkward!* Another surprise, RPGs helped his confidence, too!* Speech therapy for all (three of us)* Vampire/character voices* Two digressions in quick succession* RPGs as therapy tools* The Wraith: The Oblivion curse* How RPGs can affect players and GMs* RPGs and trauma rules/The X-Card* Which Onyx Path games are the most emotionally heavy?* What does "fun" mean?* Learning real-world things via RPGs* We all love Britain* Eddy and Dixie are going to conventions* Stay tuned after the music for your new favorite ringtone Links:* Windows 10 bug: https://www.forbes.com/sites/jasonevangelho/2018/10/06/microsoft-confirms-windows-10-update-mistake-was-your-data-lost/#472b15a9665b* Anthrax & Public Enemy - Bring the Noise: https://youtu.be/kl1hgXfX5-U* Nicholas Briggs Interview: https://inews.co.uk/culture/television/doctor-who-voice-of-the-daleks-nicholas-briggs-interview/* iThrive: http://ithrivegames.org/* Bodhana Group: https://www.thebodhanagroup.org/* A Theory of Fun for Game Design by Raph Koster: https://www.theoryoffun.com/ * Save Against Fear: https://www.thebodhanagroup.org/about-the-convention* High Level Games Con: https://hlgcon.com/
On this week’s show, Bree and Justin take tentative steps into the early reveals of E3 -- including Fallout 76, Elder Scrolls Online, Anthem, and Final Fantasy XIV, all while dealing with a ton of updates and even an expansion launch. June is here, and we're all gaming hard! It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so. Show notes: Intro Adventures in MMOs: Fallout 4, Fallen Earth, Meadow, Trove, Raph Koster's book News: E3 coverage, including Anthem, Fallout 76, Elder Scrolls Online and Final Fantasy XIV News: Bless tries to clean up its launch issues News: Black Desert is up to 8.5 million players News: Star Trek Online: Victory is Life goes out News: LOTRO brings out class changes and wearable instruments Mailbag: Possible Daybreak sanctions? Mailbag: Don't go to forums! Outro Other info: Podcast theme: "Main Theme" from Fallout 4 Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, and Pocket Casts Follow Massively Overpowered: Website, Twitter, Facebook, Google Plus, Twitch If you’re having problems seeing or using the web player, please check your flashblock or scriptblock setting.
Welcome to Dev Game Club, where we are finishing 1995's Star Wars: Dark Forces. We talk a bit about the final levels of the game while punching dragons and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: We finished the game! Podcast breakdown: 0:44 DF Discussion 59:08 Break 59:38 Takeaways Issues covered: the Kell dragon, entirely too much discussion of dragon types, being unsure what to do, not matching up with the fantasy, puzzle elements in fighting, having a role-playing moment in an action game that you don't often have in an RPG, starting as a Luke Skywalker game, lacking a hook for why it's Jabba's ship, enemy types, cuts later in games, the iso chamber maze puzzle, making the level itself into an interesting space, bending constraints to your will, not having anyone to tell you you can't do a thing, lowering risk, shifting towards production realities, the cost of a pivot raising aversion to risk, distinctions between studios (tech-driven vs design-driven vs art-driven), having to compete on all three, "you are fighting Boba Fett, so that's pretty cool," player skill puzzles, executing on a plan that's working, minimal story telling, television vs films, build up and implication, filling in a lot yourself, leaning on the films, the only source of Phrik in the galaxy, unmotivated space, the conveyor belt action bits, gaminess of a level, placing obstacle courses at the end of games, denouement and falling action, climax and the lack of remaining action, remaking the game, level design high water mark, being evolutionary rather than revolutionary, elevating through design and Star Wars bits, gadgetry and secondary mechanics, introduction of the Dark Trooper, high quality music, using Jedi in games, what you choose to build into your design, cornering the market in the Auction House, picking a setting that supports the fantasies, the MDA framework. Games, people, and influences mentioned or discussed: The Force Awakens, Return of the Jedi, TIE Fighter, Jon Knoles, Mysteries of the Sith, Final Fantasy IX, The Witcher, Baldur's Gate, Rebel Assault, Republic Commando, Ingar Shu, Kevin Schmitt, Reed Knight, Duke Nukem 3D, Steve Chen, Starfighter (series), John Drake, id Software, Epic MegaGames, Half-Life, Unreal, Quake, Outlaws, Jedi Knight, Indiana Jones and the Infernal Machine, Fallout, Leonard Boyarsky, Tim Cain, Obsidian, Chris Avellone, Planescape: Torment, Justin Chin, Mario, Ratchet & Clank, Battlefront II, Clint Bajakian, John Williams, @notmyviews, Star Wars Galaxies, Star Wars: The Old Republic, Everquest, Ultima Online, Raph Koster, Dungeons & Dragons, Gary Gygax, Knights of the Old Republic, Bioware, Tomb Raider, Wolfenstein. Next time: Bonus interview! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
In response to the controversial topic of public games and playing with strangers, Scott Nicholson shared this wonderful post on the FB Enthusiast group called The Trust Spectrum by Raph Koster, game designer, and author of A Theory of Fun for Game Design.Manda and Errol discuss the Trust Spectrum and see how it applies to escape rooms!
Welcome to Dev Game Club, where we are beginning our series on 2005's God of War. We set the game in its time, an interesting time at the end of a console lifecycle as new machines loomed on the horizon, and then turn to the game itself before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the desert / through Athens Podcast breakdown: 0:44 Segment 1: God of War 50:35 Break 51:06 Segment 2: Feedback Issues covered: the console lifecycle, PS2 install base, the new console generation, learning the hardware over the lifecycle, exclusives, squeezing the hardware over the series, optimizing instructions, iterating on a franchise, juvenile tone, the influence of the underlying mythology, being edgy or over the top, Greek tragedy and the fatal flaw, opening with a bang, narrative device of setting up how the character got to the big moment, setting up mysteries of character and fate, tension between player and character, pacing and balancing on a beam, perfecting the quick time event, the first level as a microcosm of the whole game, the influences of this game, skimming the top of a bunch of genres, adventure games drawing from every verb, explicit vs implicit tutorialization, great mythological moments, a series of yeses. Games, people, and influences mentioned or discussed: Broderbund Software, Red Storm Entertainment, Red Orb Entertainment, Riven, Prince of Persia 3D, The Journeyman Project, Santa Monica Studio, Shadow of the Colossus, Dragon Quest VIII, Resident Evil 4, F.E.A.R., Republic Commando, Metal Gear Solid 2, Sly Cooper 3, Guitar Hero, GTA: San Andreas, Japan Studio, Starfighter/Jedi Starfighter, Devil May Cry 3, Gran Turismo 4, Splinter Cell: Chaos Theory, Lego Star Wars, Horizon: Zero Dawn, Jak and Daxter, Ratchet and Clank, Tomb Raider (2013), Clash of the Titans, Hellblade: Senua's Sacrifice, Richard Wagner, Uncharted 2, Shenmue, Crystal Dynamics, Soul Reaver, Castlevania, Maximo: Ghosts and Goblins, MediEvil, Legend of Zelda: Ocarina of Time, System Shock 2, Sid Meier, Half-Life, Dario Casali, Sierra Games, Sebastian Pellegrino, Tim Schafer, LucasArts, Telltale Games, Amanita Design, Wadjet Eye, Daedelic, Edna and Harvey, Deponia saga, The Dark Eye, The Whispered World, Hal Barwood, Bill Tiller, Curse of Monkey Island, Duke Grabowski: Mighty Swashbuckler, A Vampyre's Tale, Indiana Jones and the Infernal Machine, The Dig, Kyle Vermaes, Fallout, Planescape: Torment, Link to the Past, Manhunter (series), Rules of Play, Eric Zimmerman, Katie Salen, Raph Koster, A Theory of Fun for Game Design, The Design of Everyday Things, Don Norman, GamaSutra, Brenda Romero, Challenges for Game Designers, Will Wright, The Sims, SimCity, A Pattern Language, Christopher Alexander, RadiatorYang, Ryan, Jason Schreier, Kirk Hamilton, Kotaku Splitscreen, Giant Bomb, Giant Beastcast, DLC, Jeff Cannata, Christian Spicer, RebelFM, Waypoint Radio, Patrick Klepek, Danielle Riendeau, Austin Walker, Steve Gaynor, Tone Control, Gone Home, Tacoma, Idle Thumbs, Important If True, Shall We Play A Game, Chris Suellentrop, JJ Sutherland, Slate Culture Gabfest, Filmspotting, Filmspotting: SVU, The Next Picture Show, Maximum Fun, April Wolfe, Switchblade Sisters. Next time: Up through the Three Challenges @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Gil and Geoff are thrilled to welcome Raph Koster, author of A Theory of Fun, and video game designer. We talk about a wide range of topics, include MMOs, keeping players engaged, emotions in games, and, of course, fun. Duration: 1:28:41
Excellent TLDCast conversation with Kristen Hayden Safdie, where we did our first TLDCast book review on A Theory of Fun for Game Design by Raph Koster. Great book, great episode! This podcast is powered by ZenCast.fm
In which Raph Koster (Designer Dragon, the original designer working on Ultima Online); tells still yet more stories from that game's earliest years. Full show notes at spamspamspamhumbug.com. --- Send in a voice message: https://anchor.fm/ssshpodcast/message
What better way to mark the 20th anniversary of Ultima Online than by hearing stories from the original designer thereof? Full show notes at spamspamspamhumbug.com. --- Send in a voice message: https://anchor.fm/ssshpodcast/message
Richard Garriott is a pioneering game designer, gifted world-builder second-generation astronaut, arctic explorer - and ever-inspiring creative force. I first met Richard when I was teaching online community design at Stanford; half my class was in the Beta for Ultima Online, and I jumped in enthusiastically to learn the ropes. I ended up working with Richard, Raph Koster and their amazing crew of developers through the launch & growth of that early graphic MMO. Like many great game designers, Richard is a sophisticated systems thinker who sees the world through a unique lens that's on full display in this far-ranging & fascinating conversation.
In the second of our GDC 2017 specials, Dan is joined by long-serving game designer Raph Koster and Subset Games co-founder Justin Ma. The trio discusses how the Game Developers Conference has evolved over the years, as well as the changing role of consumer and industry events - particularly for indies. They also ponder the biggest challenges that independent developers face today, including the ever-looming obstacle of discoverability, and the rise of indie publishers. As always, you can find more news, insight and analysis at www.gamesindustry.biz. Learn more about your ad choices. Visit megaphone.fm/adchoices
This week on the show, Justin and Bree celebrate a couple of hearty MMO updates, empathize over a pair of titles getting maintenance moded (is that a phrase?), and reunite with Raph Koster in his latest crafting efforts. It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so. Show notes: Intro Adventures in MMOs: World of Warcraft, Torment, Guild Wars 2 News: Black Desert brings out the Dark Knight News: Age of Conan and Anarchy Online get maintenance moded News: WildStar's Primal Matrix update and free level 50s News: Darkfall Rise of Agon is launching in May News: Path of Exile's Patch 2.6 News: Revelation Online's soft launch Mailbag: Differences between console and PC fanbases Mailbag: Mount and armor conformity Outro Other info: Podcast theme: "Grist for the Mill" from WildStar Your show hosts: Bree and Justin Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, and Pocket Casts Follow Massively Overpowered: Website, Twitter, Facebook, Google Plus, Twitch If you’re having problems seeing or using the web player, please check your flashblock or scriptblock setting.
The words "theory" and "fun" in such close proximity may make you suspicious. Or, they may make you curious. "Fun" is one of those ideas that is so natural and intuitive, and yet for that very reason is so hard to pin down. Raph Koster has a somewhat peculiar view of what fun is: "Fun is just another word for learning." As the head of Sony Online Entertainment, I'm inclined to believe him. If fun is learning, how do we ensure everyone in education gets more of it - and the right kind? This book is a meditation on certain central themes in the theory of games and play, and provokes us to think about why games aren't used more in education. (Correction: I try to provoke you to think this, based on some concepts taken from the text.) The problem seems not to be whether games teach, as they always do. They problem is that they aren't teaching the right things. We go in with questions. We come out with an understanding of the central problem of game design for education. Not a bad way to spend an hour. Enjoy the episode.
Raph Koster is a leading expert in social gaming worlds. He’s best known for his work seminal MMOs like Ultima Online and Star Wars: Galaxies - and his influential book “A Theory of Fun” - a must-read if you want to understand the deep connection between games & learning. Raph is a multi-talented renaissance man - designer, artist, musician, and poet - someone who knows a LOT about bringing ideas to life. Listen in and get a shot of Raph’s relentless, inspiring creative energy.
For the first episode of the game dev book club we discuss the often recommended A Theory of Fun for Game Design by Raph Koster.
For the first episode of the game dev book club we discuss the often recommended A Theory of Fun for Game Design by Raph Koster.
For the first episode of the game dev book club we discuss the often recommended A Theory of Fun for Game Design by Raph Koster.
With the ubiquity of the Internet and the popularity of social games, are single-player experiences becoming a niche genre? This week, we're happy to welcome Justin Keverne back to the podcast to discuss the role of single player games in a medium currently fascinated by group experiences. An accomplished game designer and critic, Justin helps us make sense of the relationship between single-player, multiplayer, and "social" games. We cover everything from the fourth wall, to Venn diagrams, and even the behemoth that is Facebook. As you know, the podcast isn't meant to be a single-player experience, so feel free to share your thoughts in the comments!Some discussion starters:- Is the single-player experience a historical aberration?- How do social components effect your experience with a game? What are the differences between a collaborative playthrough of a single-player game, online leader boards, asynchronous play, and active multiplayer?- What types of themes are best explored in a single-player game? What are some examples of games that rely on solo experiences? To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right. Show notes: - Run time: 58 min 38 sec- "Groping The Elephant," Justin Keverne's website- "What is a Social Game?" by Nicholas Lovell, via GAMESbrief- "Are single player-games doomed?" by Raph Koster, via Raph Koster's Website- "Is the shift to online a fad?" by Raph Koster, via Raph Koster's Website- "Have single-player games ever existed?" by Raph Koster, via Raph Koster's Website- "Single Players are Not an Aberation" by Tadhg Kelly, via Gamesbrief- Music provided by Brad Sucks
And now, the final segments from GDC 2008. You thought it would never end, but this is it. Tune in. - Vivox integrating with SOE - Multiverse making great strides - Exanimus is one creepy MMO - You want to hear about Spellborn! - Raph Koster inspires us all Enjoy.
There is growing anxiety about the way labor is compensated in Web 2.0. The accepted model -- trading content in exchange for connectivity or experience -- is starting to strain, particularly as the commodity culture of user-generated content confronts the gift economy which has long characterized the participatory fan cultures of the web. The incentives which work to encourage participation in some spaces are alienating other groups and many are wondering what kinds of revenue sharing should or could exist when companies turn a profit based on the unpaid labor of their consumers. What do we know now about the "architecture of participation" (to borrow Kevin O'Reilly's formulation) that we didn't know a year ago? What have been the classic mistakes which Web 2.0 companies have made in their interactions with their customers? What do we gain by applying a theory of labor to think about the invisible work performed by fans and other consumers within the new media economy? Panelists: Mark Deuze, Indiana University; Catherine Tosenberger, University of Florida; Jordan Greenhall, DivX; Elizabeth Osder, Buzznet; Raph Koster, Areae
Features Thomas Bidaux, Director of Product Development, NCSoft Europe; Frank Campbell, Chief Business Officer, MindArk PE AB; Raph Koster, President, AreaE; Ginsu Yoon, SVP International, Linden Lab; Ben Richardson, VP Business Development, Makena Technologies. Moderator: Corey Bridges, Co-founder, The Multiverse Network.
Topics of the Week:Age of Conan The 360 version of Conan is a go. Anarchy Online Launch of Lost Eden Expansion Areae.Net (http://www.areae.net/) Raph Koster's new venture Fallout MMO Interplay proposed a budget of 75 million Gods and Heroes Perpetual Entertainment laid off thirty-five of its employees. Guild Wars Three million boxes sold Saga of Ryzom The Free Software Foundation pledges $60,000. What I'm Playing EQ2 Betas! Profile of the Week Raph Koster (http://www.raphkoster.com/) VirginWorlds is a weekly news podcast covering Massively Multiplayer Online Role Playing Games (MMORPGS) such as World of Warcraft, EverQuest, Guild Wars, City of Heroes, Eve Online, Vanguard, and many many more. The main site can be found at http://www.VirginWorlds.com
Today was the first day of the Game Developers Conference (GDC) began and I try to cover all the madness. This is my 6th GDC and in this first podcast I talk about the differences from this year and past years. I also cover “ConfQuest,” the real-world massively multiplayer RPG I’m playing at the GDC, Microsoft’s keynote (will they unveil Xbox 2?), the “Game Design Challenge” where Clint Hocking, Peter Molyneux, and Will Wright try to design a game based upon the life of Emily Dickinson, Peter Molyneux’s new games, an interesting speech by Raph Koster, boozing it up on the Expo floor, the GDC Awards ceremony, and so much more. Get the podcast here: Gaming Steve at the GDC Day 1. You can also subscribe to the weekly podcast.