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design from a long time ago

  1. Sven's avatar
  2. Unknown's avatar

    I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…

  3. Arya's avatar
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  5. Kfix's avatar

    Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…

Dave Brodbeck, a psychology professor at Algoma U, who I met at Futureplay also does a podcast. He grabbed me after my keynote there and we did a little interview. You can listen to it here, or download it for direct from this link.

Good questions and good interview, thanks Dave. It’s good to have a less formal forum to discuss the stuff I was talking about in the presentation. I think the interview helps put a lot of the issues I was driving at in perspective. Three cheers for dialogue, which is better than monologue… kind of like games.

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2 responses to “Post Futureplay Podcast Interview”

  1. Dave Brodbeck Avatar

    I really enjoyed the talk Clint (which will be posted tonight as episode 42) and especially talking to you about games. Fun stuff. Thanks for the mention.
    Dave

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  2. Patrick Avatar

    I really enjoy your speaking style, the Ninja Designer talk at MiGS was gold, and this one is pretty solid too. “If the girl thinks you’re a loser its not because you’re a game developer, its because you are a loser.” Everytime I’m talking up a girl and the professional thing comes up I either skirt around it or get into this involved explanation about how I’m trying to make good games that don’t fall into the same tits and guns tropes. Its an uphill battle, it’d be nice to have corporate marketing behind it instead so I don’t have to explain the potential of the medium to every drunk girl in America.
    The stuff you’re talking about is precisely what I’ve been advocating for a while and which drama engines like Facade’s or Storytron are purporting to offer as inherent properties to the system rather than something painstakingly balanced on a more ad-hoc basis. Conceptually, I think the big leap to be made is to stop thinking of game’s as big top down systems with labrynthine effects and feedback loops, but instead think of each gameplay focus as its own ecapsulated unit, and that the game as a whole comes from the interaction between these units, or rituals if you prefer. So dating in GTA is a ritual, so are gang wars, so is getting hookers, or doing missions or holding wheelies, ect. I wonder if San Andreas could have implemented the sort of social dynamics you were talking about simply by letting these units interact, or if it would have made the game exponentially more complex to balance. If the capacity for the game’s rituals to communicate wasn’t integrated into the engine and tools for the start… you get the idea.
    I’d be fantastic if you would stop by my poster session at GDC ’07 and fence your expertise in context of other engines attempting to reach the same goals.

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