Neven is a designer at Panic, but also has an interest in retro games. He has proven this last year with Pie Guy, a browser based PacMan clone that works flawlessly on iOS devices. Last week a game he build together with Matt Comi from Big Bucket Software was released and took the internet by a storm. The Incident became an instant classic.
Tagged with “games” (5)
The games we love also love us back — mostly, by reflecting our successes and failures in delicious ways. This talk will explore the concept of feedback in game design, using examples drawn from both personal & professional experience. We’ll examine a variety of feedback mechanisms (good and bad), and discuss how lessons drawn from these examples can be applied to any user experience.
Robin is a Game Designer and Producer who specializes in new IP aimed at reaching new players. Her titles include MySims and Steven Spielberg’s BAFTA award-winning BOOM BLOX franchise — both made for Nintendo Wii. She recently joined thatgamecompany, whose recent Playstation Network releases Flow and Flower are celebrated for their beauty, whimsy and zen-like economy of action.
The speech is called “Games as Instruments for Observing Our Universe”, given by Jonathan Blow at Champlain College in Burlington, Vermont in February 2010.
The talk is short — about 20 minutes — followed by about an hour Q&A (in a separate file). Slides in ppt format are included.
The next day, we did a conversational interview at the Firehouse Gallery in Burlington. This started with a short introduction about Braid and my next game, followed by some questions by Chris Thompson, and then questions from the audience.
Robert Ashley wonders why he spends his free time playing videogames, asks random people on the street about it, talks to a researcher whose work attempts to harness the brain power wasted on gaming, gets to know an eccentric, forward-thinking game designer who lives sustainably with his family of four on $14,000 a year, and gets a first-hand account of what it’s like to work on terrible games (and what it’s like to get terrible reviews) from an anonymous game developer.
Leonard Richardson says: "On Monday, Adam Parrish came over and we recorded a conversation about Scribblenauts, the video game that’s sweeping the nation with a large cartoon broom. We focused on 1) topics in game design, 2) silliness. I cut the long, long conversation down to 45 minutes and the result is "The Trouble With Scribbles", the latest in the irregular series of crummy.com non-podcasts. Thrill! As we:
- Pit Scribblenauts’s object interactions against Nethack’s.
- Investigate how well Scribblenauts implements kashrut.
- Improve Scribblenauts’s design, controls, and marketability with bold spinoffs like the Scribblenauts text adventure, Star Trek: Scribblenauts, and the sinister Scribblenauts-Prime.
- Propose Georges Perec-style speedruns and Scribblenauts-enabled animal sacrifices.
Plus: complaining, and pterodactyls with ropes attached to them. Includes spoilers for Scribblenauts and Nethack.
We also talked a little about Adam’s entry in the IF competition, but I cut it out because competitors are still embargoed from talking about their games."