Control Inspiration – Mark Essen and Daniel Benmergui
(summary) | My Summary:
Huge waste of time. First guy had no real presentation prepared. Second guy stammered about the process of one of his games.
Category Archives: conference / event
GDC Report (wednes)Day two: Part 2- social gaming inspiring real world
Social Games inspiring real world action – Josh Williams Gowalla – rm 130 (GDC’s summary)
My Summary :
Social networks, with lightweight game mechanics, can encourage players to share locations with their friends. Lots of Examples.
Continue reading
GDC Report (wednes)Day two: Part 1 – Researching Design
The Games for Learning Institute: Research on Design : 10am – rm133 (summary)
arrived 5 minutes late.
Three G4LI speakers. Ken talking first (looks like ted raimi), about how we (schools) usually try to make games with no idea how, and thus threw/blew a bunch of money. So his group turned to science(!). …dropped a game name, but i didn’t catch it (mac was still booting up). check slides? (numbers in circle… factoring?).
Talking about eye trackers. shows horrific old torture device to prove kids won’t wear. then talks about the built into tv solution (likely the one those rude Australian bastards invented. “Tobii“). claims you can’t get these for less than $20,000. He’s unaware of cheaper solutions, classic (I recall Arrington Research selling one for just a couple grand that used black and white imagers. Wonder if he’d take it seriously…).
GDC Report (tues)Day one: Part 7 (of 7) – Indie Track Keynote
4:15- Increasing Our Reach: Designing To Grab and Retain Players
(summary)
Apparently this is the keynote. Speaker rants off a charming intro about not being that indie, and his fears that the crowd will rush the stage and attack him (well that’s kinda what he was implying. he wasn’t that explicit).
This year his company released “Spider: the secret of blah blah manor.” It uses a design philosphy he calls “Immediacy with depth” (first 10 minutes should always be awesome, while depth brings you back). his focus is on applying this to iPhone games. Continue reading
GDC Report (tues)Day one: Part 6 – scribbleh
3:30 – 5th Cell: from mobile to handheld & beyond (scribblenauts) (summary)
Overview:
I had to run across from North hall basement to South Hall mezzanine, with zero time break, so i showed up 7 minutes late.
I thought this talk turned out to be a waste of time. but maybe I missed something in beginning?
raw notes:
Drawn to life led to many inquiries about making kid’s games. so they made Lock’s Quest to break out of the paradigm. (he asked for a show of hands as to who had played Lock’s Quest. I had the sense no one raised a hand. What the hell is Lock’s Quest?). Continue reading
GDC Report (tues)Day one: Part 5 – Crossing Roads, Teaching Behavior
3:00pm- Code of Everand: Designing the Serious Casual MMO (summary)
I thought this talk was excellent.
Essentially, the speaker works for a hip NY group, who usually do real world events. They were approached by UK government agency to develop something about road safety which kids could actually respect. They chose to go for a fantasy video game, and focus on sneaking in the “teaching” under guise of metaphor and fun. Continue reading
GDC Report (tues)Day one: Part 4 – Rewarding Drive
1:45pm- Meta-Game Design: Reward Systems that Drive Engagement (summary)
This talk moved fast, and seemed more business (“user manipulation”?) minded. She presented a diagram which designated three levels of game (representing player interaction? feedback?). basically:
1. Experience points (represent the time player puts in)
2. Skill points (player’s demonstrated ability),
3. Influence points (player’s friends and sharing). Continue reading
GDC Report (tues)Day one: Part 3 — Google Phone Line Dynamics
11am:Google Phone Line-
I raced over to South Hall and discovered a huge mob of people already in line for the Google Phone. Literally hundreds (if not thousands).
Found myself standing next to some cool people.
– Daniel Cook – works for Microsoft as well as his own “Lost Garden” projects. He has worked on a game called “Ribbon Hero” for Microsoft, which teaches you about the new office “ribbon” in Word (and other office suite apps?)
– Susan gold – Apparently formed/lead (?) IGDA’s education SIG. Later saw her at the White House session, introducing important people.
– Jonathon Myers – while we discussed learning methodologies and the fine line between fun and factual, he mentioned that I should really read Howard Gardener’s “Multiple Intelligences”
GDC Report (tues)Day one: Part 2 – Abusing Players
Across the hall…
10:30am- Abusing Your Players Just For Fun (summary)
This speaker was cool. One of these “hipster indies” that seems more interested in games that are art/expression than … well, fun. I guess.
His slide show featured jarring strobe graphics. He talked about the way in which we enjoy David Lynch movies, and played a clip of the “call me, I’m at your house right now” scene from Lost Highway. Then he pondered what a video game equivalent would be like (Killer7 is basically where he started, though he journeyed off into zillions-of-weird-examples land).