Postmortems (Raph Koster)

postmortemsRaph Koster’s Postmortems is a series of essays and talks about his work. That work includes online RPGs and MUDs, including some with a story focus perhaps relevant to people on this blog. (Actually, this book is just Volume One, with more volumes to come — but accordingly, it speaks about some of Koster’s earliest work, which is the material that probably dovetails the most with the interests of IF enthusiasts.)

Koster offers an introduction to MUDs that launches from Adventure, but explains the differences about playing such a game with others. There’s a good bit of design narrative and history here about those games — which may well be interesting to readers of this blog, as they’re adjacent to IF. I especially enjoyed reading the (plentiful) examples of MUD scripting, for comparison with how early IF languages worked. There are also detailed descriptions of quests and experiences that would now be difficult or impossible to recapture, such as a “Beowulf” quest from LegendMUD.

I found some of these passages a little dizzying, in a good way: they offered me a glance at an alternate universe of text-based, narrative-studded games, ones that are rarely discussed in the context of the IF canon. By which I mean: I probably should have known about a lot of this all along. (But there are so many things I should have known all along.)

At any rate, I recommend it for people who are interested in the history of games-adjacent-to-IF.

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Postmortems is also a book about what it’s like to be in a games career, to care about and love games, to think about and with games. The first essay is about Koster’s childhood game writing, as a kid in Peru, and how he grew up from there. It’s illustrated with sketches from the game concepts of his youth. He writes about games he wrote as gifts and as messages to people close to him: another practice I value.

Because the book is drawing from such diverse sources — talks, written work, pieces created as retrospectives and other pieces written at the same time as the games themselves, some articles that include sample code and others meant for very non-technical audiences — it’s quite a varied read. But that is also part of the book’s charm.

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I’ve written about Raph’s Theory of Fun for Game Design in the past.

Disclosure: I received a free PDF advance review copy of this book for the purposes of coverage.

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