Lying about games since before you were born
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 Post subject: Raph Koster in the L.A. Times Opinion section
PostPosted: Sun May 15, 2005 10:55 am 
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Raph has an article on the video game industry in todays L.A. Times Opinion section.

http://www.latimes.com/news/opinion/commentary/la-op-games15may15,0,7615184.story?coll=la-news-comment-opinions

Geek Fun Isn't Frivolous

Alien swarms of thundering, flashing games hit town this week. They're here to make us smarter.

By Raph Koster, Raph Koster is the chief creative officer of Sony Online Entertainment and the author of "A Theory of Fun for Game Design."

This week Los Angeles will be invaded by a tribe that most Americans don't understand: gamers.

Starting on Wednesday, tens of thousands of visitors (mostly male) will slay digital dragons and spray virtual bullets, creating cacophony in downtown's sprawling convention center. They'll mill about hundreds of booths to check out the game industry's latest confections, and get their picture taken with the ubiquitous "booth babes."

It'll be loud, occasionally crude, and certainly overwhelming to any Angeleno who stumbles into the Electronic Entertainment Games Expo (E3) looking for a boat or travel show. And here's something that even the game tribe itself may not fully grasp: Games are this century's most important medium.

I say "medium," because they are a medium for art, for communications, and most critically, for teaching. According to the Entertainment Software Assn., 75% of American households now own video and computer games. The industry's income from software alone (not counting hardware and peripherals like joysticks) is comparable to what the film industry takes in at the box office each year — which is why E3 will pack the convention center with three-story castles, realistic battleground displays and walls of drive-in-size video screens, all in the name of marketing new electronic games. And yet, like new media throughout history, games are being received with skepticism and, in some circles, outright hostility.

Let me tell you why serious people should take gaming seriously.

Over the last few decades of cognitive science, we have learned a great deal about how the mind works. Science has shown that the brain is adept at something called "chunking" — the process of building what might be called summary versions of reality. We don't need to remember all the steps of how we drive to work, or how we get dressed in the morning. We do these tasks on a sort of autopilot, relying on the "chunk" that our brain has built for us over time. A mental model, if you will.

People are really good at pattern-matching, you see. The brain is always trying to build patterns out of the constant flow of data it receives, so that the data can be quickly applied to get the brain (and attached body) through such difficult tasks as the morning commute. Imagine if your daily morning drive were as intimidating as the first time you drove a car alone. It's not, only because the brain has (fortunately) turned driving into a routine. This is why we can see faces in nearly anything, from stucco walls to grilled cheese sandwiches. We're applying the mental model we learned at a very young age.

Games, too, are essentially mental models. They're abstracted versions of reality. Their collections of rules and tokens are almost always intended to provide a crude simulation of something real — more like a cartoon of something than a photograph.

There's a reason why children of all ages play. These abstracted mental models are powerful teaching tools. The world is a complex place, and even though our brains are excellent at teasing patterns out of the noise, we still need a leg up sometimes. We don't master a pattern the first time we notice it; we have to practice it in order to make it routine. Everything from potty-training a child to operating heavy machinery works this way.

This is such a basic survival mechanism that our brains give us positive feedback when we engage in it. Our overarching term for this feedback is the word "fun." It's unfortunate that "fun" has come to be associated with frivolity, when it is in fact the reward we get for learning.

Games serve a role in this process. They provide a no-pressure context for learning complex subjects. The childhood game of Chutes and Ladders is a multidimensional map of a non-Euclidean space — that's heady geometry for a kindergartener. Any 5-year-old will discern that tic-tac-toe, a relatively tough math problem, is a relatively silly game — long before running through its mere 125,168 possible combinations. By providing cartoon models of mathematics, physics and even social structures, games can educate in a manner that no other medium can match.

All well-designed games have this sort of complex cognitive lesson to teach, and solely on that basis, they deserve respect. Of course, this also means that it is the destiny of any given game to eventually become boring. Once the player has mastered the underlying pattern, the fun erodes. This is why most games have historically been competitive head-to-head activities, and why the big trend in video gaming is to take games online: Other players are a far richer source of complex patterns than a computer can be. Game-playing as a solitary activity is a historical aberration made possible by computers and rendered less necessary by connectivity.

The ultimate goal of a game designer is to create a rule set, a model, a simulation, that offers self-refreshing game play, to extend the cognitive challenge by presenting ever more complex patterns to absorb. There is a fundamental flaw in most games designed today: They tend to offer only one solution to a given problem. For games to mature as a medium, the models and patterns they present need to become subject to interpretation.

In other media, this is the dividing line between "art" and "entertainment." It's important that we recognize that Art and Entertainment are not terms of type, they are terms of intensity. All media are used for entertainment. We call something art when the pattern it presents is complex enough to challenge our worldview. That's the sign of a mature medium, and games can get there.

There is still room to grow, however, even as educators and trainers in an array of fields are adopting games for teaching purposes. Most games shown at E3 will be teaching the same cognitive schemata as those shown last year. We won't be seeing too many games about coping with global warming or curing cancer. Yet. As game designers realize the potential of their medium, they will start tackling more serious subjects and presenting more complex mental models. We might move from games that are like pop song lyrics to games that are more like poems.

It all rests on our learning to take games seriously. If we continue to consign them to the ghetto of frivolous playthings meant for children (fail to update our mental models, as it were), then we'll continue to see unreasoned fear in the headlines. If we, on the other hand, learn to see games as important, we'll open doors for both the medium and for society in general.

When you see the media blitz accompanying E3 this week, try to keep that in mind. It'll seem crude and loud and desperate for attention. But this is a medium in its infancy, just realizing its potential, and most babies tend to make a fuss. When games grow up, they'll help save the world.

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PostPosted: Sun May 15, 2005 11:30 am 
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Yeah, that's more or less his Theory of Fun, summarized and given an E3 angle. So you better listen up, Los Angeles, that thing that's been filling up the Convention Center every May for the past six (?) years, it's Really Important And Will Make Your Lives Better, so start paying attention to video games and taking them seriously, or Raph Koster will pwn j00r n00b azzes.

I'm pretty sure writing stuff like this is the only enjoyment Raph gets out of working in games anymore, at least given the company he's working for. Gordon Walton walked on SOE when his project got cancelled, and now Rich Vogel, who went with Raph to SOE, left right before the event Raph just buttered up.

So when's the third shoe going to drop? Maybe this E3 will be enriching for Raph along with the bourgeoise readers of the LA Times opinion page.

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PostPosted: Sun May 15, 2005 2:23 pm 
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We might move from games that are like pop song lyrics to games that are more like poems.



Planescape: Torment was a poem. Please to be making more poems.

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PostPosted: Sun May 15, 2005 2:38 pm 
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Once again the media discovers people play computer games.

*Yawn*


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PostPosted: Sun May 15, 2005 4:14 pm 
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I still like Raph but there is some sad truth to what J is commenting on.

I keep waiting for him to finally bow out of his major position and just get back to making small entertaining games.

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PostPosted: Sun May 15, 2005 8:50 pm 
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LA Times

hahahahahaha

I'm not so sure that Raph is looking to leave SOE. He's in a pretty good position at the moment for what he wants to do as far as I can tell.


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PostPosted: Mon May 16, 2005 12:09 am 
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3 Stacked Midgets wrote:
He's in a pretty good position at the moment for what he wants to do as far as I can tell.


You can tell what that is? :)

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PostPosted: Mon May 16, 2005 1:11 am 
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Shasin wrote:
Once again the media discovers people play computer games.


But this time they actually publish an opinion from someone who knows something! That's new.


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PostPosted: Mon May 16, 2005 4:09 am 
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I thought "chunking" was what everyone does at E3 after the parties.

Oh well, I'm as sick of the "wow look at this wacky hobby, isn't it zaneriffic?" as the next guy but that'll probably still be the case after the meat rots off my bones. Raph can waggle his finger as much as he wants, but I doubt it'll change. I think it's safe to say it'll be even longer before we're willingly playing Grand Theft Tumor or Global Warming 2: Invasion of the Chlorofluorocarbons.

But thanks for painting that CBS Sunday Morning-ish picture, Raph.

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PostPosted: Mon May 16, 2005 4:46 am 
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Aufero wrote:
Shasin wrote:
Once again the media discovers people play computer games.


But this time they actually publish an opinion from someone who knows something!


That's debatable.

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PostPosted: Mon May 16, 2005 7:06 am 
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Rasputin wrote:
That's debatable.


You just overplayed the smartass attitude here.

You may debate the value of Raph's games but you can't seriously debate his credential as someone who "know something about gaming"...

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PostPosted: Mon May 16, 2005 7:36 am 
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Well, having played his games, we can certainly debate if he's at all qualified to talk about the "theory of fun"...


Last edited by Sharkwald on Mon May 16, 2005 9:48 am, edited 1 time in total.

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PostPosted: Mon May 16, 2005 8:08 am 
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Sharkwald wrote:
Well, having played his games, we can certainly if he's at all qualified to talk about the "theory of fun"...


Hehehe.. Touché.

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PostPosted: Mon May 16, 2005 8:10 am 
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grinless wrote:
Rasputin wrote:
That's debatable.


You just overplayed the smartass attitude here.

You may debate the value of Raph's games but you can't seriously debate his credential as someone who "know something about gaming"...


There's no such thing as overplaying the smartass card.

He knows something.

It's not generally 'good' from the standpoint of the gamer.

Would you like to debate Raph-UO vs. "golden" UO? Or perhaps the morass that was and still is SWG?

I like Raph. I don't like his theory of fun.

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PostPosted: Mon May 16, 2005 9:45 am 
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The real question is how much of his theory of fun was he actually able to implement and how much was he forced to throw away?

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PostPosted: Mon May 16, 2005 9:50 am 
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While that's a fair question, as SWG felt brutally incomplete, I've still read Raph explaining the theory in articles like the one posted, and in transcripts of various talks... and I dunno, they've always left me feeling somewhat like a used condom.


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PostPosted: Mon May 16, 2005 11:16 am 
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Brad McQuaid has something to say (Originally from the Vanguard boards, mirrored at Pitfalls/Plaguelands - and a whole bunch more than just this quote):

Quote:
Raph Koster is brilliant, especially when it comes to certain aspects of design – I would welcome him as a Sigil employee without hesitation, though perhaps not as a sole lead designer – I think his great and sometimes truly visionary ideas at times need to be tempered and integrated with what he might consider older, tried and true mechanics that Sigil knows need to be present for a game to succeed.


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PostPosted: Mon May 16, 2005 11:50 am 
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They approached me and asked me to write it, presumably because they read blog posts or something about the speech at GDC.

Quote:
I'm pretty sure writing stuff like this is the only enjoyment Raph gets out of working in games anymore


There's also the free games.

No, seriously, I still love working on games. I don't currently work on any projects of my own though. I don't see that being a situation that lasts, though, because I'll go crazier than I already am.

Quote:
I keep waiting for him to finally bow out of his major position and just get back to making small entertaining games.


I spent many weekends this last year writing puzzle games and retro games. It's really satisfying to do a whole game from scratch in 3 days, art, SFX, and music included.

Quote:
Well, having played his games, we can certainly debate if he's at all qualified to talk about the "theory of fun"...


Point the first: you haven't played any of my games done since I started work on the book.

Point the second: you clearly haven't read the book, or you'd know that it isn't quite about what you think it is.

Speaking of which, where's the Corpnews review?

Quote:
I've still read Raph explaining the theory in articles like the one posted, and in transcripts of various talks... and I dunno, they've always left me feeling somewhat like a used condom.


I am trying to piece together what this means, and my mind goes off in all sorts of directions. I have many questions, but none of them are worksafe. :)


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PostPosted: Mon May 16, 2005 12:08 pm 
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Raph wrote:
...
I spent many weekends this last year writing puzzle games and retro games. It's really satisfying to do a whole game from scratch in 3 days, art, SFX, and music included.
...


What kind of development environment do you use? Cranking out a game in three days sounds like a lot of fun.

Also, game devopers that writes a book where the titles implies that he or she actually knows what "fun" is opens themselves up for a lot of cheap or not so cheap shots...:)


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PostPosted: Mon May 16, 2005 12:30 pm 
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Raph wrote:
Speaking of which, where's the Corpnews review?


Right next to my free copy of the book.


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