DynamicsClint Hocking (LucasArts): 10:30am – 11:30am
(official GDC brief)

This talk builds on Chris Hecker’s question “How Do Games Mean.” (which is a play on words. not “what do they mean,” but “how?”)

The gist of Hocking’s talk was to push for an answer to this question by studying the current dynamics that create meaning in games. He focused on the ways editing is known to create unique meaning in the medium of film, and suggested we need to find similar mechanisms for conveying meaning in gameplay.


Posted in GDC.

Satoru Iwata (Nintendo): 9am – 10am
(official GDC brief)

(it occured to me that from OSU’s perspective: my notes and personal perspective might seem useless. So I thought I should try to explain how this relates to the Ecampus perspective – which turned into a huge rant unto itself)

1)It is interesting to consider Nintendo’s transition from old-hardware business models into modern-online territory (sort of like education’s transition from on-campus to online?). it’s fairly widely known that Nintendo built their legacy product by product, by re-purposing existing hardware components and then creating innovative games to make the hardware look good. Their games expertly engage the player, but the key to their success is that their hardware was cheaper to manufacture (existing calculator parts, cartidges from factories they owned, etc.). Competitors tend to gamble the farm on expensive (often unstable) innovations, and hope someone else can make nice software.

The key point for online learning is really: Engage your audience with expert experience design, if you want to sell them on whatever platform.
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Posted in GDC.