I think it came out a bit more somber than I had anticipated, certainly more somber than the sample slides I submitted. We shall see what the long-term reaction is, as I pulled no punches in describing the awesome responsibility people have in building online communities.
I was also losing my voice, so it was very much a deliberate and slow presentation compared to my usual “high speed brain blast” as one attendee once described my usual speaking style.
Not only was this in the afternoon of the last day, but I was opposite the Experimental Gameplay Workshop, which is one of the best-attended sessions at GDC usually. So the room was definitely sparser than usual. That said, there were several old virtual worlds hands present to confirm what I said, backing me up during the Q&A period, and there were also a number of current developers of both social VR worlds and even social AR games like PokemonGO. (In fact, I heard a few members of that team were in the audience, and I hope I didn’t offend by picking on their game so much).
The session was filmed, so hopefully video will be forthcoming; once it is, I will post a link to that as well.
Wow, I have been slacking off on the blogging. Not since October? Yeesh.
What’s happened is that I have been posting updates to Twitter, instead. Which this blog does notify (as well as Facebook), of course, but it does mean the site itself gets neglect!
So, to catch you up!
I am speaking at GDC 2017 next Friday, 1:30-2:30pm, on the topic “Still Logged In: What VR and AR Can Learn From MMOs.” This talk will be going over lessons painfully learned going clear back to the text mud days, on issues like harassment, governance, importation of bias to the virtual world, and much more. It’s cross-listed on the Design and Advocacy tracks; I think this latter means that I am allowed to be grumpy on stage.
The 10th Anniversary Edition of A Theory of Fun for Game Designgoes to press in Korean next week! It looks like the picture on the right, and I hope to get a copy soon. Meanwhile, despite the book’s advanced age, it continues to get featured regularly in various places, such as this podcast.
I improved my “history of all videogames” arcade cabinet with upgraded robotic parts so that the monitor now smoothly auto-rotates from horizontal (for landscape arcade games and most home consoles) to vertical (for stuff like Centipede, Raiden, and of course, Vectrex emulation). I did a lengthy write-up of the process and am incredibly tickled that it’s now stickied on the ArcadeControls.com forum (the central hub for anyone building or restoring arcade cabinets) for reference for anyone else who wants to do the same. Video of the rotation is also at that link.
My 2014 talk on “Practical Creativity” also keeps getting attention, most recently as a GDC Video on YouTube (also on preceding link), which also has prompted folks to request a PDF of the slides, which was helpfully assembled by @B4ttleCat on Twitter. Grab it here.
You can also find an abridged version of my little piece on Games design and UX design in Portuguese now, thanks to Andressa Antunes. This is another one that seems to have legs, and gets cited a lot lately.
There’s been quite a lot more, but maybe I should just direct you to the Twitter feed (which is now working again in the sidebar).
Um, I’d promise to blog more often, and particularly, not just make it be random brags and updates about talks but back to meaty articles. But my track record hasn’t been great. Tell you what, once I get back from GDC, maybe people might throw me questions. 🙂
I recently had the chance to sit down with Markee Dragon, during AGC. It was at the offices where they are making Crowfall, but we didn’t really talk about Crowfall. Instead, we talked about… fish tanks.
Or more exactly, about game design in general, and then about how there are systems in the world around us which provide inspiration, and how a lot of them, like gardening, just have really bad user interfaces. Which led us to fish tanks, and the rich and complex game system that exists in one. So we kind of started designing that game right there on the fly.
It was a highly entertaining conversation, for me at least — and now Markee has released the video, so maybe it’s entertaining for you too!