March 3, 2011

Chris Trottier + gameplay models

from tiltfactor
by @ 1:29 am

At the 2011 Game Developer’s Conference, esteemed designer Chris Trottier assembled advice from her astounding career as a game designer […]

March 2, 2011

Introducing the ELMCIP Knowledge Base

from Scott Rettberg
by @ 4:06 pm

Screencast: Introducing the ELMCIP Knowledge Base (HD) from Scott Rettberg on Vimeo.

Best Failed Search Ever

from Post Position
by @ 12:31 pm

Search: 'i never promised you a cheeseburger' One result: 'The Complete Idiot's Guide to Understanding Judiasm'

I guess that answers the perennial question, “I can has cheezburger?”

There is a lot to say about the term “gamification”

from tiltfactor
by @ 9:12 am

…in my opinion, little to none of it good.  For the moment, I just want to point out this little […]

March 1, 2011


from tiltfactor
by @ 3:26 pm

Pox is done. The boards are being packed and shipped and I’m doing what I always do at the end […]

A quick response to Zimmerman & Clark’s presentation

from tiltfactor
by @ 11:24 am

Wow, I’m starting to really hate missing the actual talks…notes and slides are great but I’m afraid I am probably missing nuance.

Zimmerman is typically on-target, but I’m wondering about this (paraphrased?) passage from his presentation with Naomi Clark, taken from notes from an attendee (thank you, Tiny Subversion):

“Why is there a rise in games of labor? It is linked to contemporary culture. In industrialized 21st century cultures there are new lifestyles that are mirrored in these games of labor. We are taught to want and to work for the fantasy of labor. You don’t really have a desire to make a virtual farm until the game explains to you that that is what you want.”

Interactive Storytelling: Preparing Students to Innovate

This morning I gave a talk in the GDC Education Summit — Interactive Storytelling: Preparing Students to Innovate — and I’m posting my slides below. As for the topic, my talk description ended up being pretty accurate:

We want students to create innovative games, but innovation in interactive storytelling can be hard to imagine for students, both undergraduate and graduate. Designing an interactive story isn’t a secret art or a matter of magical technology. It’s the design of a system, of elements and operations, just like other parts of games. We can prepare students for this work by helping them understand the history of mainstream and trailblazing projects, get experience with the tools and models available, and learn the strengths and limitations of different approaches. This lecture introduces ideas and systems your students can work with now.

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