Video: Teaching to Fish (Sweden Game Conference)
(Visited 8121 times)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.
8 Responses to “Video: Teaching to Fish (Sweden Game Conference)”
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@raphkoster Direct video link: https://t.co/zfP9fbVqgz
@raphkoster when giving the suggested lit, why didn’t you refer to Rules of Play?
@raphkoster Just listened, thank you! Have you read Beyond Freedom & Dignity by BF Skinner? https://t.co/ZVXSvsolBN?
RT @raphkoster: Video of my talk “Teaching to Fish” from the Sweden Game Conference https://t.co/fGrWyMS7Wb
That was outstanding, and just what I needed to see and hear right now. Thanks for sharing, Raph. 🙂
I disagree about what should be a creative director. The best movies and game are usually where the director choose a good specalist in their feild and are just communicate thee goal to reach without been too much technical. The problem with creative director leading with an iron fist. It usually give game without soul and fun only 1 day or 2. Here a goody: https://www.youtube.com/watch?v=vXGUEjYCybA
Ideally the director chooses people who know the area better than they do. However, just communicating a goal is usually not enough, because what the specialist does might well conflict with what other specialists are doing. The director is the bridge that has to reconcile that. Ideally it is a partnership, but in the end the director drives.
[…] Games are a field of intrinsic complexity, where simple minded solutions and models can’t work, where expectations are high and usability standards more refined than in most other fields. A first idea of the intellectual tools needed to model games (applied or not) can be gained from this introduction by Koster. […]