Essays
These are full-blown essays, papers, and articles.
Presentations
Slideshows and presentation materials from conferences.
Interviews and Panels
Reprints of non-game-specific interviews, and transcripts of panels and roundtables.
Snippets
Excerpts from blog, newsgroup, and forum posts.
Laws
The "Laws of Online World Design" in various forms.
Timeline
A timeline of developments in online worlds.
A Theory of Fun for Game Design
My book on why games matter and what fun is.
Insubstantial Pageants
A book I started and never finished outlining the basics of online world design.
Links
Links to resources on online world design.
All contents of this site are
© Copyright 1998-2010
Raphael Koster.
All rights reserved.
The views expressed here are my own, and not necessarily endorsed by any former or current employer.
With a ker-chunk , the screen cleared. A menu appeared:
The glitch-army surged forward.
Elmore was, by all accounts, a perfectly normal town. The sun rose over the mountains of discarded junk. The traffic light sang its three-note opera. And in a blue house at the end of a cul-de-sac, Gumball Watterson was doing something unprecedented: he was bored. The Amazing World Of Gumball Download
The episode began. It was animated beautifully, but something was off. The colors were too bright. The sound was too crisp. And the plot? Gumball and Darwin were standing in the Void—the space where forgotten things go—but it wasn't empty. Floating in the Void was a massive, glowing button labeled: .
The glitch-army froze. Their code unraveled. The thousands of Gumballs, Darwins, and Robs began to flicker and pop like bubbles. One by one, they dissolved into binary dust. With a ker-chunk , the screen cleared
Gumball clicked it.
Rob paused. His code flickered.
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