speaking

  • Recommended posts, 2017-2025

    It’s been over five years since the last time I gathered up recommended posts in one place and added them to the menu above. I figured I was due.

    As usual this will include talks and interviews as well as articles. Just think of it as “my take on what the best stuff to look at on the site is.”

    Previous collections of recommended posts can be found under the Blog heading on the menu bar or at these links:

    Game design overviews

    All of these posts are about game design in general and tend to cover big swaths of similar territory.

    Read More “Recommended posts, 2017-2025”
  • GameCamp and Tabletop talks now up

    I have posted up the two talks I delivered last month. Sorry for the delay, but I caught something while at the first event, and have only shaken it right around… now, believe it or not. Four weeks of intermittent fever, coughing vehemently, and generally feeling unable to do much of anything.

    One, entitled “Tabletop Game Grammar,” was a talk at the inaugural Tabletop Network event, a game design conference centered specifically on tabletop games. It was held at the lovely Snowbird ski resort, at a high elevation (we went up to the peak after the event, it was around 11,000ft high). This talk is centered on applications of game grammar to boardgame design, including a working through of how the addition of new resources creates the different variants of poker. Read More “GameCamp and Tabletop talks now up”

  • GDC18 videos

    The GDCVault has posted videos of sessions from this year’s GDC already! That was fast!

    I’ve linked videos for the three sessions of mine that were filmed (a fourth was for a private event and wasn’t; a fifth was on the Expo floor and wasn’t). You can find them each on the page with the slides:

    I want it all. I want to have the tools, the machine learning, the AI, the rich data environment, to be able to make a single, probably online, connected universe that we are in fact simulating down to the point of the little pink alien gophers on the thirteenth planet around that particular green sun (which was entirely procedurally generated) actually have a history and care about one another, and I want it to have all of that stuff and have all of it be alive. Specifically because I want to drop a player into that world and have them realize, as they play, that they are touching lives, messing with things that are alive, they are trampling grass that struggled to grow, “goddamnit, you’re stepping on me again,” to realize that when they build their virtual cities, when they conquer their virtual enemies that they are being colonialist about, you know — all of those things, I want them to realize that in their daily lives, they do the same thing in the real world. Because I want the AI and the machine learning and the code and the systems out there to hold a mirror back up to us as humans. I want them to use that space as practice for being better here. So give me all of it so that people can wake up and realize what they do day to day.

    Read More “GDC18 videos”

  • My AAAI Workshop talk on game depth

    Today, at the kind invitation of Joe Osborn, I gave a talk for one of the workshops at AAAI-18, one on Knowledge Extraction from Games. I was pretty intimidated about talking at all; any time I stand up in front of people who really know algorithms, systems, or math, I feel like an utter dilettante who is bound to say foolish things. I had been noodling around with some notes around the broad topics of depth and indeterminacy, centered around the idea of games as ternary output machines, so I sent them to him, and he talked me into getting in front of an audience with them.

    Along the way, I stumbled into formalizing many of the “game grammar” ideas into an actual Backus-Naur Form grammar. This is something that was mentioned to me casually on Facebook, and which I was aware of from long ago classes on programming, in the context of parsers… but which I hadn’t ever seriously considered as an approach to the more humanities-driven process i was going through with game grammar work. Grammar was just a metaphor! Read More “My AAAI Workshop talk on game depth”