by Mary Flanagan, Tracy Fullerton, Justin Hall, Noah Wardrip-Fruin, and Eric Zimmerman
// NOTE : This is possibly one of the most important sessions of the Conference; reference this often!
// Every speaker (there are 4) gives 3 answers to each question.
Q: What would you like to use now?
· Technical Mastery
· Collaborative Teamwork / Communication
· Creativity
· Aesthetic Expression
· Iteration, Iteration, Iteration
· Critical Thinking
· Risk Taking
Q: What are the most important classes to have?
· Risk Being Wrong
· Systems and Systems Analysis
· Listening to Player Feedback
· Communication
Q: What games should be referenced for Game Design?
· Chess*
· Space War
· Magic the Gathering
· The Sims*
· September 12th
· Halo (Halo 2)
· Knights of the Old Republic
· 4 Square (?)
· Flower
· Mafia / Werewolf / Witch-Hunt
* The game was referenced repeatedly.
Q: What are the top readings in Introduction to Game Design classes?
· Rules of Play
· Persuasive Games
· Designing Interactions
· Game Design Reader*
· Pilgrims in the Microworld
· Houizenga
· Game Design Workshop*
· Some Paradoxes on the Definition of Play
* The book was referenced repeatedly.
Q: What is the single most important quality for a Game Designer to have?
· Think Systemically
· Compassion
· Communication
· Collaboration
Q: What are problems new Game Designers have?
· Scope!
· Team Conflict
· “I just want to tell stories”
· Why isn’t it fun?
· “They aren’t playing it right”
· Ideation derailment
· “I want to order others around”
· Balance
· Technical approach
· “My ideas are brilliant”
Q: What are the mistakes seen when starting a Game Design educational program?
· Focus on technology
· Taking semi-quasi classes (padding it out)
· Trying to do everything (need more specialization)
· It should be in a typical department
· No paper
· No iteration
· Focus on AAA
· Don’t connect with local game industry
· Not enough passion
· Catering to stereotypical gamer culture
Q: What should students do in school to get jobs?
· Intern (for pay!)
· Have 1 or more games made and performed well
· Work with others on games
· Take risks
· Read everything and travel!
· Document making processes
· See many unusual things in uncomfortable situations
· Find what is meaningful to them (not a jack-of-all trades)
· Communicate as a designer
· Have a portfolio up online, displayed well, and shared
· Meet people who can teach you things
· Play with people you don’t know / make games for
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