Tag Archives: gaming

LIFT08: Paul Barnett

Creative director. Between the creative vision and the huge raft of people who do all the work.

Is going to try and strip the gibberish away.

LIFT08 158 Paul Barnett

“Lots of people online doing things.”

Bother, too large to talk about! One of the things you can do online with lots of people: you can socialize. Social networking is massively popular and theoretically worth billions and billions!

Lets of people are making things and showing them off. “User generated” :-)

“My cat was sick all over my grandma, and I videoed it. Wanna see it?”

steph-note: this guy is really fun and I like his accent!

Strange word: “entertainment games that make old-fashioned… something (money?)”

Objective: they do this really well, I want to give them money!!

Profit! Something his mum understands. Virtual making real money. Not sure why!

Decided to talk about two things:

  • history of cinema
  • ?? steph-note: missed that

Just like mainstream movies, games have:

  • too many people working on them, cost way too much, miss their deadlines, and when people experience them, they go “I can do better!”

History of cinema: color… weren’t sure it would catch on. TV came, and they were convinced TV was dead. DVD. And yet, movies flourish.

They don’t have 5 changes in 50 years, but 50 changes in 5 years. They don’t have the generational thinking. People who are successful in this business build rockets to the moon and never come back. Technology keeps changing and they don’t know how to use it. They don’t have a clue about what’s going to be “the platform of the future”. They don’t know how to monetize it either. Problem: all the games that appear to make money online were built years ago. Problem in a moving market.

The online space is fun and draws new speakers.

Designers who design for designers cost a lot of money, speak gibberish, and you just have to believe them. Paul is the middleman, between various players in the industry who have different languages.

Casinos: like movies and games (cost a lot, not ready on time, and when you walk in “I can do this?”) Subscription model. Community management.

American system: if something works for somebody, build it bigger, better, faster… But that doesn’t work in the long run.

New design and thinking is happening online. Take your game design people, and put them online — fight insular thinking. Need to embrace the online industry.

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Posted in Live Blogging | Tagged creative designer, Events, gaming, gaming industry, lift08, liveblogging, notes, Paul Barnett, process, talk | 2 Comments

LIFT08: Guy Vardi (Casual Games)

steph-note: live blogged notes, may be incomplete, etc.

LIFT08 163 Guy Vardi

Casual games?

  • “silly, stupid games”
  • “games for the housewife”

steph-note: video went way too fast for me.

If a hardcore game is a full meal, a casual game is a snack.

Snacks are not dinner, say the WoW fans.

People play 2-3 hours a month, 3-15 times a month. (steph-note: not sure I got that right.)

Second largest money waster in the US after the subprime crisis ;-)

Stats: rising phenomenon. People spend more time playing online games than watching clips on YouTube or interacting in social networking sites like Facebook.

Bite-side episodes. People want short stuff (video clips, TV episodes, music).

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LIFT08: Robin Hunicke (Game Design)

steph-note: live blogged notes, may be incomplete, etc.

LIFT08 151

Computers aren’t really fun. Frustrating. Games and AI, on the other hand, are.

Building and sharing is better than just building by your self.

A little bit of vocabulary to think about how games work, now.

Fun is a problematic word. Means different things to different people.

System: MDA

  • Mechanics = rules as system, any game has rules
  • Dynamics = what happens when the player interacts with the rules, without a player a game is just a set of rules
  • Aesthetics = resulting experience, what comes from all these things together

Why kill books to make digital books? Why kill games to make digital games?

Games we played:

  • dolls
  • fort/army
  • charades
  • tag
  • spin the bottle
  • 4 square
  • soccer

What is true about all these is that they involve groups of people. People are fun. Competition, mock violence, lies, hidden information, misinformation, love, family…

Power is hard to simulate. Magic circle.

What about digital games? Here’s what you might do in a game.

Start somewhere, do an activity, and when you’re good enough at it, you get a star. Progress! You get to upgrade: more weapons, cooler pants, more friends. Over and over again. (Scary!)

Not unlike going to work every day until you get a promotion, or going on dates until you get engaged.

Some popular aesthetics:

  • I am a surgeon in a soap opera emergency room (Trauma Center)
  • I am a girl discovering her past, which is strangely haunted (Trace Memory)
  • I am an attorney solving odd crimes and protecting the innocent (Phoenix Wright – Ace Attorney)
  • I am a warrior in a war-torn land (…)

There is a reason these aesthetics get explored in games.

What are we learning?

Making things we get out of games seem more and more real: hard work! The aesthetics can override the mechanics: ex, the Wii.

Take the power of something that’s pretty complex, simplify it into a smaller form, you get something magical. The market is saying they want more of that.

Facebook is a game. One of the most compelling social applications out there.

  • chatty
  • social
  • automatic
  • selective
  • fast
  • repetitive
  • rewarding

Adding friends, chatting, adding, chatting, adding, chatting…

It’s a huge franchise from a games perspective.

Stars?

  • more friends
  • graffiti
  • gifts
  • hugs
  • laughter
  • wins
  • pictures

Work and rewards

It lets me decide how to use it. Lets me decide what the game is about. I don’t have to have the hugs application. Facebook is about me the human being, about the people who use it.

Aesthetic on Facebook: I am a person living a fun life… :-) I am loved.

Do you give hugs?

LIFT08 155 Robin Hunicke

Flickr, Dopplr. Not giving people actual points, but giving them space to create and play.

  • I vote
  • I invest

Small steps: mobile, creative, communicative, always almost now.

House of the future. Aesthetics that are available to me. Game design is literacy. All apps can do this. Smile more.

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