On personal games

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May 092013
 

I don’t have any tales of games saving me from depression.

I mean, I did go through a period where I was depressed. I dropped out of high school while living overseas and basically just didn’t go anywhere. I slept for 23 hours straight. I woke up to eat something and read. It was listlessness, pointlessness, it was like a blank. I didn’t feel sad. I felt… absent. Eventually I was dragged to a doctor who basically prescribed sunshine and a lot of vitamins, and a swift kick in the ass.

The terror of reintegrating into life was enormous. I was shaking and trembling as I caught the bus to downtown. Walking onto the campus had me breathless. And the perfunctory disbelief as I tried to explain to the school administrators what had happened was shocking: idle curiosity married to not caring. Their response to my terror was to say “well, just go back. It’ll be hard.” It was. And it comes back, every once in a while, though never as bad.

But games didn’t save me from that.

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GDC Next call for submissions

 Posted by (Visited 7989 times)  Game talk  Tagged with: ,
Apr 292013
 

The call for submissions for GDC Next is now open. I am on the advisory board.

The conference will be in Los Angeles, November 5-7. This is the conference that is replacing GDC Austin; basically, it’s intended to be the most forward-looking of the GDCs, intentionally looking at what comes next, not what happened in the last year. Because of that, the tracks aren’t quite what one would expect:

  • The Future of Gaming is going to focus on things like second screen play, new kinds of play around mobility, episodic, and the like.
  • Next Generation Game Platforms will be digging into not just next-gen consoles but stuff like VR headsets, and glasses, microconsoles, motion tracking, smart TVs, watches, and whatever else looks like it is around the corner.
  • Smartphone and Tablet Games is a bit more here and now, but given the enormous worldwide growth that still remains ahead of these platforms, there’s plenty of cutting edge stuff to discuss, and current lessons to share
  • Cloud gaming will talk about game streaming — the tech, the business, the design
  • The Independent Games Track — we all know that indies are where the future lies. Lecture, postmortems, rants, covering design, business, and everything else.

We’ve got a mix of folks from the GDC Austin board plus a bunch of new advisors.

Go submit your talks!

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Apr 262013
 

This video by Matthias Worch is superb, an explanation of the communication gap that was exposed so sharply by “A Letter to Leigh.

“Talking to the Player – How Cultural Currents Shape and Level Design” | You Got Red On You.

In short, after seeing this, it feels like I have been arguing very much from a combination of the oral tradition and the digital culture — likely because of my background in online games. And the aesthetics of print culture are pretty much exactly the things I was commenting on seeing.

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On choice architectures

 Posted by (Visited 17254 times)  Game talk  Tagged with: , , ,
Apr 242013
 

Yesterday Andrew Vanden Bossche posted a great article called The Tyranny of Choice in response to the formal questions about narrative that were in my post A Letter to Leigh.

In the article, Andrew argues that every system by its very nature is a statement, not a dialogue. After all, if we artificially control the boundaries of the system, then every system imposes a worldview. (This is the same argument made about how the original SimCity espoused liberal politics through its simulation).

There are not some games that subvert player agency, and others that grant it. Rather, all games, by nature of being games, by nature of being systems, inherently restrict player agency in the exact same ways. The difference between the games with this “aesthetic of unplayability” (as Koster calls it) and any other game is nil. Other games are merely better at hiding their true nature.

…I question whether there is a difference at all between this games that subvert and refuse player agency and those that encourage and celebrate it. I wonder whether player agency, as we know it, this quality we assume games just naturally have, is actually an illusion. Koster implies that games are capable of create dialogue with their systems; I believe games can only make statements.

This led to a great little discussion with Andrew and also with Andrew Doull, which I have captured as a Storify post here.

It led me to think a bit about architectures of choice. As Andrew Vanden Bossche put it, “if a ‘fake’ choice is as meaningful as a ‘real’ one, is there a difference?”

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