GDC 2009: Bogost, Daglow.

Two different perspectives on perspectives in games.

GDC 2009: Experimental Gameplay Sessions, Lazzaro.

The miracle of those games is how natural the mechanics seem once you recover from the initial shock.

GDC 2009: Game Studies Download.

We live in an age in which it’s easy to share information without having to wait for conference proceedings or recordings. So instead of a bunch of sloppy notes, here’s the actual scoop from the session.

GDC 2009: Microtalks.

Each speaker had 5:20 to give their talk, illustrated by an auto-advancing slide show of no more than 20 slides.

GDC 2009: Hecker, Gingold.

I attended two talks, both by Spore developers, that were long on bits of insight, but short on hard takeaways.

GDC 2009.

I wanted to post more during the conference about all the great stuff I saw and people I heard from, but I’m not as young as I used to be, so it’s getting harder for me to spend all day attending panels, spend all night attending parties, and still find the energy to post blog entries as I go.

GDC 2009: Game Design Challenge.

If McGonigal is right in her assertion that embarrassment is a gateway to happiness, then getting a bunch of game design nerds into a room to talk about their own sex lives is a good way to throw those gates wide open.

GDC 2009: Hocking: Intentionality and Improvisation.

Rather than forcing the player to adhere to a fixed script, improvisational play and complex systems encourage the designer to give up control and put the power to have fun back in the player’s hands.

Real Life 1, Video Games 0.

This is the thing about video games: Compared to the complete blowing of our minds that the world provides on a regular basis, they just can’t hope to keep up.

Galaga Legions: bait and switch.

Galaga Legions is a mean, mean game.