Circuit Drop: Second thoughts.

Here are some vaguely postmortemy notes on the game, mostly for my own reference.

Clearing out the backlog.

I’m very, very bad at prototyping in the sense of killing something off once I decide that something else would be a better use of my time.

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: 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: 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.

Where my mouth is.

Why the hell am I not making games about “nurturing, growth, and affection,” or helping players “create new experiences for each other”? I need to put my money where my mouth is.

GDC 2008: Thursday: Character, immersion, social media, instrumentation

Brain dumps from Thursday at GDC.

Feeling ready for GDC.

GDC is this week, and I’m looking forward to taking a few days off to go geek out at lectures, chat with colleagues, and generally do something other than work.