Mar 212016
 

flashbackwardstageI hear video will be up in a few weeks, but in the meantime, here are the slides and the text for the little five minute talk I gave at GDC as part of the FlashBackward keynote.

For some reason, I felt the pressure on this talk much more than usual. Five minutes is not a lot of time, and I had a lot I wanted to say. This resulted in fifty slides. There were, all told, four hours of rehearsals, although I only attended two of them. The animations on my slides were lost along the way, and when I did my runthroughs, I botched it both times. By the time I gave the talk, my hands were shaking and I had trouble pressing the button on the clicker to advance slides with my thumb. I had to set it down and press it with my index finger. But by all accounts I nailed it, so…

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GDC and Flash Backward

 Posted by (Visited 4227 times)  Game talk  Tagged with: , , ,
Mar 032016
 

Officialspeaker_400x400GDC is fast approaching! I am only doing a five minute talk this year (much like last year!). But boy, I have a big stage for it. Instead of a regular keynote, GDC is doing a Flash Backward “keynote” where a bunch of veteran devs will share the stage giving a history of the last thirty years of game making… and I’m very honored to share the stage with a bunch of amazing people.

I’ve added it to the events calendar.

My portion, needless to say, will be on MMOs… the hard part will be squeezing all that history into only five minutes.

 

Nov 102015
 

I posted up the slides to my talk at SGC earlier; now the conference has released video of the session.

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.

 

Sep 192015
 

Slide15I 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.

PAXDev Game Grammar talk

 Posted by (Visited 9942 times)  Game talk  Tagged with: , , ,
Sep 092015
 

At PAXDev I gave a talk on Game Grammar. It’s an overview of my current understanding of how all the parts of games fit together. I don’t touch on how every part works — that would have taken far too long for the time allotted — but I do provide the overview, what I have taken to calling my “map of game.”

For the last few years, the tension between the various different ways of looking critically at games has often run high. With this view of things, I wanted to reconcile things a bit. It draws a bit on the stuff from the essay “Playing with ‘game'” and also from the presentation with the same title, which is actually about something else entirely. It pulls in stuff from Games Are Math and from the deck on Social Mechanics.

It tries to map it all out in terms of how it fits into the classic interaction loop that we’re all familiar with, and discusses the techniques used not only for creating solid game mechanics but also what sorts of rhetorical and artistic techniques work best when you are working towards, say, Tadhg’s Kelly’s notion of “storysense,” or towards putting someone in shoes that are not theirs, as in the efforts that are happening so much in the indie narrative game scene.

This also has a few little examples of how you can use simple game diagrams to look at game designs and assess them for flaws or scope.

It’s dry and full of diagrams. Enjoy!