Game designers have a strong culture of producing serious, insightful talks about their work.
By contrast, such talks seem much rarer from contemporary software designers. Why might that be? Or am I wrong—am I missing some incredible trove?
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Hm hm I’m wondering whether you have examples of the kind of thing from each that you’re seeing, like what you’re finding serious and insightful
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Absolutely! You've seen many of these, but some favorites from my list:
- youtube.com/watch?v=UGCkVH
- youtube.com/watch?v=UGCkVH
- youtube.com/watch?v=RmGb-j
- youtube.com/watch?v=ZW8gWg
- youtube.com/watch?v=AJ-auW
- youtube.com/watch?v=d0m0jI
-
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Yes! We did look at a bunch of these together! Okay I’m actually really curious about this so I’m going to poke around.
I know that the initial “blue skyness” of games and the containment of the project as a unit post-ship is one big difference…
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A lot of software product design starts mired in legacy, and shipping is immediately chased by frantic fixes and optimizations. Plus the entire incentive structure (as you alluded to) is dramatically different: a studio wants a good rep / story to build up what they’ll build…
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(You put the first one twice!)
Also may I add this one:
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and if you don't yet have an overbloated Watch Later playlist, I can suggest this three-hour talk:
youtube.com/watch?v=oCHciE
and also this improvised talk (slash extended Q&A?)
youtube.com/watch?v=g9GPCy
(in addition to the "plain text" talk I linked to elsewhere)
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if you make every learning experience as gameplay probably there may be something there, for e.g. can you convert a science 🧪 textbook as a game world 🌍 or even math, will that be fun or can any learning happen is a hypothesis to look into
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