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Postmortems: Selected Essays Volume One Paperback – June 26, 2018
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Few game designers have shared as many lessons learned as Raph Koster. In a quarter-century of writings and talks, he has offered up game design lessons, online community theories, and candid self-evaluation.
This first volume of a three-book set of selected essays collects previously written postmortems and many brand new pieces. They are accompanied by historical material such as posts written for players, chat logs, speeches, design sketches, and more. The result is an inspiring historical look back at the development of virtual worlds.
These are the stories behind Ultima Online and Star Wars Galaxies, the story of the early art game Andean Bird and the story of the ambitious project Metaplace that aimed to build the Metaverse, including:
- "A Story About a Tree," the classic piece from MUD days about whether our online bonds are real.
- "The Ultima Online Resource System," a detailed design breakdown of the pioneering world simulation.
- "A Jedi Saga," the popular tale of how an impossible design dilemma broke a world.
- "Influences," a challenge to the game development community to pursue art.
- Print length702 pages
- LanguageEnglish
- PublisherAltered Tuning Press
- Publication dateJune 26, 2018
- Dimensions7.5 x 1.4 x 9.25 inches
- ISBN-100996793747
- ISBN-13978-0996793742
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Editorial Reviews
Review
"A valuable compendium of insight and essays that has significant value for both developers and genre enthusiasts. The coverage on Ultima Online and Star Wars Galaxies make for compelling reading by fans of either titles or more general MMO followers... Koster gives form to the unicorn that so many of us have been chasing for a decade or more, and which always seems just out of reach." - MMORPG.com
About the Author
Product details
- Publisher : Altered Tuning Press (June 26, 2018)
- Language : English
- Paperback : 702 pages
- ISBN-10 : 0996793747
- ISBN-13 : 978-0996793742
- Item Weight : 2.61 pounds
- Dimensions : 7.5 x 1.4 x 9.25 inches
- Best Sellers Rank: #1,471,987 in Books (See Top 100 in Books)
- #344 in Computer & Video Game Design
- #1,010 in Game Programming
- #1,854 in Software Development (Books)
- Customer Reviews:
About the author
![Raph Koster](https://cdn.statically.io/img/m.media-amazon.com/images/S/amzn-author-media-prod/af7ca3vvl0kuob9kqamgegfdc0._SY600_.jpg)
Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. He’s been the lead designer and director of massive titles such as ULTIMA ONLINE and STAR WARS GALAXIES; a venture-backed entrepreneur heading his own studio; and he’s contributed design work, writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player games for handheld consoles.
Koster is widely recognized as one of the world’s top thinkers about game design, and is an in-demand speaker at conferences all over the world. His book A THEORY OF FUN FOR GAME DESIGN has reached its tenth anniversary as one of the undisputed classics in the games field. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Visit his blog at www.raphkoster.com.
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Customers find the historical setting insightful and nostalgic, featuring some of the most influential MMOs. They also describe the book as an awesome read.
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Customers find the historical setting insightful and nostalgic. They say it provides a blast through the past and a spark of hope for the future. Readers also say the book provides an interesting look at the development of some of the games that shaped the development.
"...years, it's both a nostalgic blast through the past and a spark of hope for the future. A must read for anyone studying game design!" Read more
"This covers the history of online gaming in depth, provides tons of lessons learned from Raph's career, and even touches on an early attempt of a..." Read more
"A very interesting look at the development of some of the games that shaped the development of MMOs and the internet itself that I'd recommend to..." Read more
"Brings back some nostalgia. Recommended if you have played some of the games in there." Read more
Customers find the book an awesome read.
"...Awesome read." Read more
"...perspective than seen in today's AAA landscape to make it well worth a read, especially if you haven't already trawled through his archives." Read more
"Nice book..." Read more
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The layout of the essays and ability to pick and choose topics makes it the perfect choice for professors. Additionally, for those of us who have enjoyed MMOs through the years, it's both a nostalgic blast through the past and a spark of hope for the future. A must read for anyone studying game design!
But rather than just cover game design, this tome touches on Koster's experiences creating, running, and maintaining online worlds and communities as well as the trials, tribulations, and victories associated with them. "Postmortems" isn't just theory... it's part history book, part practical application, and part psychology weaved together as the author empties the well across several major milestones of his career.
While the page count of this book might be daunting, I wouldn't be surprised to see "Postmortems" join "A Theory of Fun for Game Design" as required reading in game development programs across the world. Whether you aspire to create online worlds, or just want to know how the sausage is made, there's something here for everyone who works in the game industry.
I can't think of a better book to dive into for designers working on systems-driven games, online games, or anyone interested in the anthropology the games that would inform much of the thinking in online games for the following decade, and beyond.
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In this volume, Koster looks back at a number of key virtual worlds for which he drove the design, principally LegendMUD, Ultima Online, Star Wars: Galaxies and MetaPlace (which wasn’t so much a virtual world as a platform for creating virtual worlds). Their successes, failures and – in two cases – closures are described honestly and insightfully; the book is not called Postmortems for nothing.
Some of the content is already available in various forms online, if you can find it, but here it’s assembled, ordered and clarified. There is much original material, too; don’t think that this is simply a rehash of classic writings and presentations.
The weakest part of the book is not in its content but in its production. There are a number of minor typos that weren’t picked up, and although I’m all for historical veracity I don’t think that reproducing in paperback form documents with inline hyperlinks is necessarily a good idea (although to be fair, this only happens once).
Overall, Postmortems is a very impressive sojourn through the history of virtual worlds, from both contemporary and modern perspectives, which anyone in (or seeking to be in) the business of virtual worlds will find of immense value.
Five stars from me, no question.