raph koster vp of creative design playdom

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Raph Koster VP of Creative Design Playdom

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Raph Koster VP of Creative Design Playdom. About me. Games are culture now. In other words, we spend less time on the things that once shaped our cultures. Art. More young people see game art than this art. Poetry. More young people know the stories of games than know the great writers. - PowerPoint PPT Presentation

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Page 1: Raph Koster VP of Creative Design Playdom

Raph Koster

VP of Creative Design

Playdom

Page 2: Raph Koster VP of Creative Design Playdom

>About me

Page 3: Raph Koster VP of Creative Design Playdom

>Games are culture now

>In other words, we spend less time on the things that once shaped our cultures.

Page 4: Raph Koster VP of Creative Design Playdom

>Art

>More young people see game art than this art.

Page 5: Raph Koster VP of Creative Design Playdom

>Poetry

>More young people know the stories of games than know the great writers.

Page 6: Raph Koster VP of Creative Design Playdom

>Music

>More young people every year hear the music of games, rather than the music of their people.

Page 7: Raph Koster VP of Creative Design Playdom

>As culture changes…

>We in this room are shapers of culture.

>We have a special kind of power.

Page 8: Raph Koster VP of Creative Design Playdom

>Appearance and topology

>Games are not what they look like on the surface.

=

Page 9: Raph Koster VP of Creative Design Playdom

>Appearance and topology

>Games are not what they look like on the surface.

=

Page 10: Raph Koster VP of Creative Design Playdom

>Controls

>Games are not their controls.

Input mapping:

The physical action

Input alias:The

suggested mapping

Command:The actual input into the black

boxCmd table:

Map command

to algorithm

Page 11: Raph Koster VP of Creative Design Playdom

>This is what games are like

Input mapping:

The physical action

Input alias:The suggested

mapping

Command:The actual

input into the black box

Cmd table:Map command

to algorithm

State deltaSignal of last

input received

Info encoding:Information

packets

Client display:Parse packets

into representation

User parsing:Mental model

Total state:Current graph status, given

imperfect information

Model updates:Change state based on

input

Develop response:Opponent’s turn (variable response happens here)

Page 12: Raph Koster VP of Creative Design Playdom

>Games are largely math problems

>Specifically, most games have NP-hard problems at their heart.

Page 13: Raph Koster VP of Creative Design Playdom

>“Everything” is math

>But the ways in which art, music, or writing trigger brain neurochemistry are different.

Page 14: Raph Koster VP of Creative Design Playdom

>Neuroplasticity

>All our experiences change our brains.

Page 15: Raph Koster VP of Creative Design Playdom

>

How Games Think = How We Think

Page 16: Raph Koster VP of Creative Design Playdom

>Quantification

>Games invite categorization, quantification, and quantization.

>We used to experience the world in a more analog way.

Page 17: Raph Koster VP of Creative Design Playdom

>Challenge

>All games feature challenges to solve.

Page 18: Raph Koster VP of Creative Design Playdom

>Implicit opponent

>Conflict has been a part of much art, but not all.

Intent

Input via tool

Actual model(rules)

Mental model

State change

Feedback

Intent

Input via tool

Mental model

State change

Feedback

Page 19: Raph Koster VP of Creative Design Playdom

>Process & verbs

>Games are about action.

Precession

Upwards force

Gravity

Lateral force

Page 20: Raph Koster VP of Creative Design Playdom

>Goals

>Goals are made extremely clear>In many games, there is only one way to

get to them.

Page 21: Raph Koster VP of Creative Design Playdom

>Failures and retries

>You can keep trying. There is always another match, another life.

Page 22: Raph Koster VP of Creative Design Playdom

>Neophilia

>Games tell us there is something new around the corner.

Page 23: Raph Koster VP of Creative Design Playdom

>Systems

>Games are not about understanding the rules (though advanced players may).

>Instead, they are about understanding the system.

Coins

PlaceCrops

XP/level

Decor

PlotsSpace

Harvest

Delete

Fertilize

Land

Page 24: Raph Koster VP of Creative Design Playdom

>Feedback

>As the systems change, they tell us how.>But we are susceptible to feedback – our

brain has bugs.

Page 25: Raph Koster VP of Creative Design Playdom

>

So how do games then make us think?

>We now have a generation who grew up with them. We can see.

Page 26: Raph Koster VP of Creative Design Playdom

>Reductionism

>Games teach us to reduce and simplify, because they quantize.

Page 27: Raph Koster VP of Creative Design Playdom

>Ability to focus

>Because games provide constant feedback, they undermine certain types of concentration.

>They don’t need to…

Page 28: Raph Koster VP of Creative Design Playdom

>Collaboration

>They are profoundly collaborative.

Page 29: Raph Koster VP of Creative Design Playdom

>Following rules

>Younger people entering the workforce seem to expect there to be rules for things that are usually unstated.

Page 30: Raph Koster VP of Creative Design Playdom

>Cheating

>There is also the notion that there must be a shortcut, “cheat code” or equivalent.

Page 31: Raph Koster VP of Creative Design Playdom

>Buying past problems

>In the microtransaction marketplace, we have taught people that you can buy your way out of problems.

Page 32: Raph Koster VP of Creative Design Playdom

>Game probability distribution

>In games, we use a classic rising action curve for difficulty.

Page 33: Raph Koster VP of Creative Design Playdom

>Game probability distribution

>But the real world does not work this way.

Page 34: Raph Koster VP of Creative Design Playdom

>Game probability distribution

>In games, we use a classic rising action curve for difficulty.

>But the real world does not work this way.

Page 35: Raph Koster VP of Creative Design Playdom

>Optimizing our customers

>We treat customers as aggregated data.>This is good business.>But it means that we can run experiments

to see what works, without understanding WHY.

>This can lead to ethically questionable choices.

Page 36: Raph Koster VP of Creative Design Playdom

>The clockwork world & art

>All of these effects sound like they may be negative.

>But there is still scope for art and beauty.

Page 37: Raph Koster VP of Creative Design Playdom

>Positive effects

>People have gotten better at seeing the essential things that matter.

=

Page 38: Raph Koster VP of Creative Design Playdom

>Systems thinking

>At systems thinking, and seeing the interconnectedness of all things.

Page 39: Raph Koster VP of Creative Design Playdom

>Teaching tractability

>On the other hand, they also come in believing that every problem can be solved.

>Games never give us impossible problems.>The real world sometimes does.

Page 40: Raph Koster VP of Creative Design Playdom

>Happiness

>The science of happiness tells us that games are good at the things that make people happy.

GratitudeUsing your strengths

Social connectionGenerosity

Mindfulness: savoring your experiencesStriving for goals

OptimismDon’t reduce the bad – increase the good

Page 41: Raph Koster VP of Creative Design Playdom

>Game design is mind control

>It can be easy to think of this as just business every day.

>We have a tool of immense power.

>We are makers of joy.