Feb 022018
 

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! Continue reading »

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Jun 232017
 

Five years ago, I was asked to put together a list of the best articles on the website. I did, and it’s been linked as “recommended posts” up on the menu under the Blog section for a few years now.

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!

Continue reading »

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Podcast with Keith Burgun

 Posted by (Visited 2311 times)  Game talk  Tagged with: , ,
Apr 132017
 

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.

You can listen here: Game Grammar and Game Design Theory – Interview with Raph Koster – keithburgun.net

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Some updates

 Posted by (Visited 2324 times)  Game talk, Misc, Writing  Tagged with: , ,
Feb 252017
 

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 Design goes 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.
  • I managed to make it, despite a cold, to Doctor Cat’s amazing marathon “Gaming Legends” Twitch stream of interviews of developers. Video was posted up a while back. I encourage you to check out all the videos, if you have a full 13 hours of free time… there’s some amazing stuff in there. Scott Adams, Jordan Weisman, Steve Meretzky, Bruce Shelley, Lord British, John Romero, and lots more.

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. 🙂

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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.