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Postmortems: Selected Essays Volume One (1) Paperback – Illustrated, 26 Jun. 2018
| Raph Koster (Author) See search results for this author |
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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 date26 Jun. 2018
- Dimensions19.05 x 3.56 x 23.5 cm
- ISBN-100996793747
- ISBN-13978-0996793742
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Review
- ..". vital reading for anyone with an interest in knowing how games of any sort come about." - Hardcore Gamer (hardcoregamer.com)
- ..". a valuable compendium of insight and essays that has significant value for both developers and genre enthusiasts." - MMORPG.com
About the Author
Richard "Lord British" Garriott de Cayeux is arguably one of the most influential game developers in both the online and offline RPG world. He has been publishing games since 1980 (Akalabeth), and created both the Ultima Series and Ultima Online, the first large scale MMO.
Product details
- Publisher : Altered Tuning Press; Illustrated edition (26 Jun. 2018)
- Language : English
- Paperback : 702 pages
- ISBN-10 : 0996793747
- ISBN-13 : 978-0996793742
- Dimensions : 19.05 x 3.56 x 23.5 cm
- Best Sellers Rank: 633,531 in Books (See Top 100 in Books)
- 561 in Games Programming
- 892 in Internet Applications
- 933 in Functional Programming
- Customer reviews:
About the author

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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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.
