Just the other day, I was asked by Jordan Amaro (@JordanAMAR0) whether I was ever going to update it. Probably at some point, but in the meantime here’s a list of the ones I think are best from the last five years.
Looking over the list, the things that jump out at me are: a lot more posts about the game business and trends, about general topics like creativity, and about the intersection of the virtual with the real — the way tropes from online worlds are impinging upon our daily lives. I also note quite a lot of looking backward in these: game histories, postmortems, etc. Of course, this was also the period that encompassed the Great Formalism Wars of 2012, which seem overblown given hindsight. And lastly… despite my feeling I am hardly posting anything, this is a pretty nice list for five years!
I did a 90 minute interview with Keith Burgun of Clockwork Game Design and Game Design Theory fame. We talked about all sorts of things — my emulation cabinet, the state of game design theory, naturally occurring ludic systems — and argued towards the end over whether a games are made of games. There’s a shoutout towards Katharine Neil’s recent work, especially her wonderful article giving the history of late 90s/early 2000s attempts to codify game design practices.
I spent last week up in the mountains around Banff, Canada, with a spectacular group of people, as we talked about “computational modeling of games.” This was a workshop held at the Banff International Research Station, or BIRS, and organized by Andy Nealen of NYU and Michael Mateas of UC Santa Cruz. As you may be able to tell from the title, it was moderately mathy, though I was assured by several of those there that it was dramatically less so than an actual mathematician would expect, and certainly less so than the other workshops in the series!
I was asked to give a “seed talk” on the question of “the limits of formalism.” The questions Michael and Andy asked me to answer were
What leverage does a formalist approach to game design give you? What might it leave out? What are the broad contours of the landscape of formalist game design theories? What intellectual commitments are formalist game designers making? What are the biggest holes in our current understanding of formalist approaches to game design?
This talk was a joint keynote for both the Sweden Game Conference, which was a typical industry conference, and the smaller VS-Games conference for serious games academics. So I tried to straddle the line by doing a talk that would be helpful both to indies and interesting to game studies folks.
Questions start right around the 49:00 mark, and in particular there’s a bit of a rant on my part about the value for interdisciplinary learning for people who are going to creatively lead projects. After that answer, Rami Ismail (who was there, of course, he is everywhere) asked if I could list the five most important or relevant books for covering the various fields that I had described in the talk. I couldn’t… so I listed more like 30.
I had a great time in Sweden, despite the fact that there did not seem to be a canonical way to pronounce the city was in (Skövde — sort of hghuheffdduh-ish, but depending where I was in the country, it was also hgheffduh, hghuffda, and a few others).
The talk I gave, put together after some rather late nights with boardgames and beer (well, hard cider in my case), was called “Teaching to Fish.” It had to work as a joint keynote for both the Sweden Game Conference, which was a typical industry conference, and the smaller VS-Games conference for serious games academics.
I ended up doing a bit on game grammar, but focusing more on the fact that given the breadth of the field, it is important that practitioners know what sort of thing they are making, and use the right tools for the job. And that they take their field seriously, study the relevant literature from both games and the countless other disciplines that interact with and impinge upon games.
A lot of the audience was students; I was told afterwards multiple times over that I might have scared half of them right out of the course of study. I was asked two questions at the end, and one of them was “so, since learning all that is impossible, what then?” more or less, to which I answered “it’s not impossible, I did it.” That was followed by a question from Rami Ismail basically designed to force me to prove it, asking me to list of some relevant books; so I gave title and author recommendations for each of the fields in the slides — more like twenty than the requested five. 🙂
Besides Rami, I also got see old friend Lee Sheldon and Mike Sellers, and make many new ones. I learned a lot about the Nordic LARP scene, which is utterly fascinating. Tommy Palm (formerly King, now doing VR) and Ben Cousins and David Goldfarb (now at new studio The Outsiders) were kind enough to host me for meals on the last day as I attempted to sightsee Stockholm on foot. Twelve miles, one blister, and I had managed to walk most of the core of the city in the rain, visiting museums, tourist traps, and sites from The Girl with the Dragon Tattoo.
Slides for the talk are here. It was filmed, and I imagine that at some point I may get a link to that to share it with you. For now, you will have to make do with a parable about fish with a couple of bad puns. Well, one REALLY bad pun, a few middling ones, and one fairly decent one.