korrents
Raph Koster

Raph Koster

@raph-koster · 18 positions · On ppll ↗

Game designer and theorist. Lead designer of Ultima Online and creative director of Star Wars Galaxies, author of A Theory of Fun for Game Design, and founder of Playable Worlds. Has written about game design, virtual worlds and online communities at raphkoster.com since 1998.

Raph Koster did not write this page.

We collected these quotes from things they published elsewhere, and every quote links to where it was said. They have no account here and have not endorsed this site. Quotes are word for word; the short line under each one is our own restatement, not their wording. Their own site. Is this you? Claim it or ask us to remove it. Or tell us what is wrong here.

5 of Raph Koster's claims fit 5 mental models. Most often: Affordances and signifiers, Conservation of complexity, Design is how it works.

Models they name

Their own words name the idea.

Conservation of complexity

Some complexity cannot be removed, only moved; the question is who carries it, the user or the maker.

Used by 11 others

Good interface design uses clarity to hide complexity; good game design uses clarity to teach it.

  1. Raph Koster Game designer and theorist UX is about clarity that hides complexity, and game design is about clarity that teaches complexity. Game design vs UX designraphkoster.com · 29 Jun 2015All korrents from this piece
    UX is about clarity that hides complexity, and game design is about clarity that teaches complexity.

Models we see in what they say

Our reading: their claim applies the idea without naming it. The claim is theirs; filing it here is ours.

Affordances and signifiers

An interface should show what can be done and where, and give people a model of how it works.

Used by 11 others

An interface should give the user a useful mental model even if it is false, while a game should give the player an accurate model of its own machinery.

  1. Raph Koster Game designer and theorist Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model. Game design vs UX designraphkoster.com · 29 Jun 2015All korrents from this piece
    Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model.

Design is how it works

Judge a design by what it does for the person using it, not only by how it looks.

Used by 26 others

A puzzle that invites guessing and then punishes wrong guesses stops the player learning the very method it could have taught.

  1. Raph Koster Game designer and theorist Fundamentally, the game invites you to make guesses, but punishes you for them — and a missed guess doesn’t help you prune the logic space, only the trivia space. Why NYT’s Connections makes you feel badraphkoster.com · 2 Sept 2023All korrents from this piece
    Fundamentally, the game invites you to make guesses, but punishes you for them — and a missed guess doesn’t help you prune the logic space, only the trivia space.

Incentives

Look at what people are rewarded for; it explains more behaviour than what they say, your own included.

Used by 86 others

A profit motive inside a game holds players there long past the point where they are still enjoying it.

  1. Raph Koster Game designer and theorist The profit motive is incredibly powerful and will keep players engaging in your experience well past the point of actual enjoyment. What drives retentionraphkoster.com · 30 Jan 2019All korrents from this piece
    The profit motive is incredibly powerful and will keep players engaging in your experience well past the point of actual enjoyment.

Play long games

A longer horizon makes some problems solvable and some short-term wins look like what they are.

Used by 41 others

People behave well towards each other where they expect to meet again; trust is a product of repeated interaction, not of identity.

  1. Raph Koster Game designer and theorist It’s repeated interactions that drive trust, you see, and we behave well because we expect to be treated well in the future. Social media is brokenraphkoster.com · 13 Nov 2014All korrents from this piece
    It’s repeated interactions that drive trust, you see, and we behave well because we expect to be treated well in the future.