# Raph Koster

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Playing God with Galactic Cellular Automata in Stars Reach - Raph Koster | grokludo 11

Raph Koster has helped forward our understanding of game design for decades. He's the author of A Theory of Fun, a must-read for game designers. He was lead designer on the pioneering MMO Ultima Online, and led the creative team on Star Wars Galaxies.Now he's back with a new MMO called Stars Reach,…

312: The Original Tree Puncher

Online game design veteran Raph Koster recently posted a new piece about how he thinks about game design, which got us talking about the history of online multiplayer, so then we figured, why not talk about that subject in a (slightly) more comprehensive way on this podcast? So that's what we did t…

#17 Killover is unforgettable

Killover by Quentin Delvallet is an action shooter and one of the winners of GMTK’s 2025 jam. It’s one of the craziest play experiences ever, with incredible amount of style and fun packed into a free game. I talk about Raph Koster’s definition of fun and how this relates to Killover. This is a…

50 Episodes of Game Design Wisdom

Guests featured: * Keith Baker * Monty Cook * Raph Koster * Richard Garfield * John Zinser * Elizabeth Hargrave * Eric Lang 00:03:06 — Keith Baker Lesson: Creating a world that becomes a playable game. Baker explains how he designed the Eberron setting and why fantasy worlds need recognizable hooks…

Why Most Games Fail in the Gap Between the Idea and the Build

Lewis Ward spent sixteen years covering games as an analyst at IDC. Now he runs Design Desk at Player Driven, and his obsession has moved upstream, into the design layer where games are still just ideas. In this episode he and Greg get into the part of game-making most teams skip: the psychology un…

#30 Satisfaction escalation

Idle Breakout by Kodiqi is an idle version of the classic breakout. It’s a fun game although there isn’t much to learn, which goes a little against Raph Koster’s theory of fun. Still, I spent a considerable amount of time playing even after “mastering” all there is to the game (circa 30 minutes). T…

Architect of Possibility | Fawzi Mesmar

In our final episode of the season, sponsored in part by Sony Playstation’s Hero Project and the Knight Foundation,  Susan talks to award‑winning creative director, game designer, and author Fawzi Mesmar about what it means to turn a childhood dream of Japan and video games into a multi‑continent c…

John Sharp - Fun, Taste and Games

Dr. John Sharp explores the true meaning of fun, its role in perception, culture, and society, and how embracing vulnerability and play can transform our lives. John shares his insights on game design, aesthetics, social change, and the importance of play as a humanistic act. Discover fun as a mode…

Raph Koster — The Puddle, the Splat, and the Droplets

Raph Koster has spent more than three decades shaping the way we think about games, virtual worlds, and player behavior. As the lead designer of Ultima Online and creative director of Star Wars Galaxies, he helped define the MMORPG genre and pioneered many of the systems that still influence game d…