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Video

mediaX Smart WorkSpaces
zhlédnutí 315Před 2 lety
mediaX Smart WorkSpaces
Teaching AIs to Provide Feedback to Humans, Session 2
zhlédnutí 84Před 2 lety
From Day 3 (July 15th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Ramya Malur Srinivasan, AI Researcher, Fujitsu Research of America discusses... In recent years, there has been an increased emphasis on AI ethics-to understand and mitigate adverse impacts of artificial intelligence (AI) technologies on society. In this regard, reflexive ...
Teaching AIs to Provide Feedback to Humans, Session 1
zhlédnutí 59Před 2 lety
From Day 3 (July 15th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Hirotsugu Kashimura, President, Amada AI Innovation Laboratory Inc addresses these questions... How do skilled and unskilled operators act in the fabrication process? Why do they act like this? What can AI do to help?
Leaky Abstractions for Designing AI Experiences
zhlédnutí 164Před 2 lety
From Day 3 (July 15th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Hari Subramonyam, Assistant Professor, Stanford Graduate School of Education discusses the importance of... Design-engineering boundaries lead to knowledge blindness and premature specifications Leaky Abstractions are necessary for collaboration Deferred specifications thr...
Limitations for Curiosity and Discovery in Open AI - GPT-3
zhlédnutí 184Před 2 lety
From Day 2 (July 14th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, David Evans, Stanford Distinguished Visiting Scholar, President of David A. Evans LLC, Peter Norvig, Stanford Distinguished Visiting Scholar, Director of Research at Google Inc and Ed Hovy, Research Professor, Language Technologies Institute in the School of Computer Scien...
A Taxonomy for Curiosity in Humans and AI
zhlédnutí 188Před 2 lety
From Day 2 (July 14th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Nick Haber, Assistant Professor, Stanford Graduate School of Education discusses his research around... Human learning is interactive learning. We learn by interacting with our environments and the people within them, and we have evolved to be very good at interacting in o...
Inclusive Innovation for Developing Relevant Learning Assessments
zhlédnutí 32Před 2 lety
From Day 1 (July 13th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Jean-Claude Brizard, President and CEO, Digital Promise dives into... Context and Connections matter, not just in curriculum and pedagogical practice, but in assessment as well. If we want to change paradigm and improve outcomes for our most marginalized students, we canno...
Designing Systems for Digital Instruction, Session 3
zhlédnutí 24Před 2 lety
From Day 1 (July 13th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Derek Li, Founder & Chief Education Technology Scientist, Squirrel Ai Learning examines... Contextual and Intelligent Educational Experience as seen on Squirrel Ai’s Adaptive Platform is a paradigm shift from the traditional, rigid and inefficient factory model of educatio...
Designing Systems for Digital Instruction, Session 2
zhlédnutí 28Před 2 lety
From Day 1 (July 13th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Rebecca Bettencourt, Senior Workforce Development Manager, E.&J. Gallo Winery looks at these challenges in the workplace... At E.J. Gallo, workplace learning is driven by the needs of the workers, as well as the greater community around the company. This includes close col...
Designing Systems for Digital Instruction, Session 1
zhlédnutí 25Před 2 lety
From Day 1 (July 13th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Tomás Nascimento, Senior Technician, SEST SENAT looks at these key ideas... Despite applying machine learning and artificial intelligence actions are a reality, it is very important to keep the continuous improvement by the “human learning” model, learning from bad design,...
The Influence of Culture, Community and Context on Learning
zhlédnutí 193Před 2 lety
From Day 1 (July 13th, 2021) of the mediaX Conference, Building Reciprocity: Curiosity and Learning in Humans and Machines, Martha Russell, Executive Director of mediaX at Stanford University addresses how... Both human and machine learning are resource and context dependent, structured and scaffolded; they are both influenced by multi-level and longitudinal factors, as well as new technologica...
Can a Trusted Intermediary Transform Systems Into Interoperable Ecosystems?
zhlédnutí 61Před 3 lety
From the October 22 2020 Building Trust through Technology-enabled Intermediaries Webinar Series, Drummond Reed and Ajay Madhok deep dive into digital trust, how it has evolved, and why it is even more critical than traditional trust. Through concrete day-to-day examples, they highlight trust gaps in the digital world and share a framework designed to enable interoperability across trust bounda...
Building a Trusted Agent to Facilitate Human Flourishing
zhlédnutí 100Před 3 lety
From the November 5 2020 Building Trust through Technology-enabled Intermediaries Webinar Series, Keith Coleman and Ming Fu share how the science of well-being can help build resilience and strengths and gain much needed positive emotions in a time of uncertainty. They further discuss the role of technology in building trusted intermediaries and increasing access to well-being.
Building Trust Through the Intersection of Data & Technology in Healthcare
zhlédnutí 91Před 3 lety
From the October 29 2020 Building Trust through Technology-enabled Intermediaries Webinar Series, Tina Hernandez-Boussard, Associate Professor in Medicine (Biomedical Informatics), Biomedical Data Science, and Surgery at the Stanford University School of Medicine examines how: *Trusted intermediators should seek input from diverse stakeholders to ensure their questions are meaningful to the ben...
Building a Digital Trust Ecosystem for Education
zhlédnutí 141Před 3 lety
Building a Digital Trust Ecosystem for Education
Using Immersive Environments for Transportation Training
zhlédnutí 37Před 3 lety
Using Immersive Environments for Transportation Training
Immersive Experience and Service Innovation
zhlédnutí 96Před 3 lety
Immersive Experience and Service Innovation
Immersion and Learning
zhlédnutí 76Před 3 lety
Immersion and Learning
Language, Culture and Digital Media
zhlédnutí 213Před 3 lety
Language, Culture and Digital Media
Imagining Alternatives with Immersive Engineering
zhlédnutí 84Před 3 lety
Imagining Alternatives with Immersive Engineering
Concussion Education Reimagined
zhlédnutí 30Před 3 lety
Concussion Education Reimagined
Creation and Discovery of Immersive Content
zhlédnutí 71Před 3 lety
Creation and Discovery of Immersive Content
Transforming HealthCare with Technology
zhlédnutí 30Před 3 lety
Transforming HealthCare with Technology
Role Choices of Robotic Teammates
zhlédnutí 10Před 3 lety
Role Choices of Robotic Teammates
Reimagine Collaboration
zhlédnutí 39Před 3 lety
Reimagine Collaboration
Crossing the Chasm with Crisis Communication
zhlédnutí 13Před 3 lety
Crossing the Chasm with Crisis Communication
The Potential of Digital AI in Healthcare
zhlédnutí 22Před 3 lety
The Potential of Digital AI in Healthcare
Leveraging Distributed Intelligence
zhlédnutí 410Před 3 lety
Leveraging Distributed Intelligence
Not for the Faint of Heart: Creating an Environment for Learning in Virtual Spaces
zhlédnutí 67Před 3 lety
Not for the Faint of Heart: Creating an Environment for Learning in Virtual Spaces

Komentáře

  • @Malouco
    @Malouco Před měsícem

    Whassup Burches.... Whachya sexy burches doing?

  • @lichianaelsamasti4561
    @lichianaelsamasti4561 Před měsícem

    Laha jindabad

  • @chrisfortin4933
    @chrisfortin4933 Před 2 měsíci

    Here from Michigan State University Game Development Course!

  • @GaetanoLazzo
    @GaetanoLazzo Před 3 měsíci

    This is very interesting. Actually, I'm also working on a project about optimizing teaching methods, but with a focus on higher-level classes and subjects of study.

  • @rubysmith765
    @rubysmith765 Před 4 měsíci

    Whenever I hear people say she’s known for life is strange and tiny, Tina I’m just glad most her fans aren’t like me and only know her as aloy if not she wouldn’t be Known as aloy. She’s forever aloy to me. 😍

  • @Dexterdevloper
    @Dexterdevloper Před 4 měsíci

    Thank you Jon , You changed my life , And thank you MediaXstanford for the interview.

  • @deluxeporch9381
    @deluxeporch9381 Před 6 měsíci

    I can hear Chloe

  • @olbluelips
    @olbluelips Před 6 měsíci

    Looking forward to this fartside shat

  • @Oxilorix
    @Oxilorix Před 6 měsíci

    When he revealed that this doesnt replace writing, and that the one page designs were *extra* work ontop of the writing, I just gave up lol.

  • @JuanUys
    @JuanUys Před 9 měsíci

    0:56 Lee intro 3:12 Lee's background 11:24 What does an Art Director do? 14:15 What is Art Direction? 16:28 Fidelity is not Art Direction 17:50 Why is Art Direction important? (Identity, Appeal, Readability, Theme) 20:21 - Appeal 21:33 - Readability 24:11 - Theme 26:05 The 4Fs framework (for describing visual style) 27:15 - Frame (when/where) 29:29 - Form (shape language, colours, proportion, art history time period, etc) 32:05 - Focus (the visual idea which makes your game stand out, and informs other choices in the game dev) 33:26 - Filter (the lens through which to view your game, relating to theme) 35:46 4F example: Fallout 3 37:45 4F example: Guacamelee! 39:56 Mid-way Q&A 47:12 Creating a visual style 48:04 - Ideas & Inspiration 48:51 - Reference / research 52:45 Concept art 1:00:24 Detail; do you need it? 1:02:30 Dynamics 1:04:00 Readability 1:06:34 Color 1:08:26 Tell the story 1:10:36 Visual target as a single image 1:13:43 Visual target as a video 1:16:48 Summary 1:17:40 Resources 1:18:24 Headlander Art Direction Document link: www.dropbox.com/s/h4sku7tr7of02j8/Headlander_ADD.pdf?dl=0

  • @wesleybarlow8870
    @wesleybarlow8870 Před 9 měsíci

    I like 58:10

  • @shadraklombard2844
    @shadraklombard2844 Před 10 měsíci

    What about a master's degree of education in media and technology ?

  • @scotttraylor6820
    @scotttraylor6820 Před 10 měsíci

    (0:17 - 6:18) A brief, succinct, and amazing presentation on the Data - Wisdom Hierarchy by Brian Pierce, Deputy Director of DARPA's Information Innovation Office. I keep coming back to this MediaX clip. I was in the audience in 2017 when it was presented and so happy it's available online. Thank you!

  • @HolloMatlala1
    @HolloMatlala1 Před 11 měsíci

    😂

  • @johnzarek3628
    @johnzarek3628 Před 11 měsíci

    I need a class or something in order to learn the software needed in order to learn how to make designs like this.

  • @theamazingmarlbito6293
    @theamazingmarlbito6293 Před 11 měsíci

    Does anyone have a link to the slides?

  • @hauptberuflichergandalf3238
    @hauptberuflichergandalf3238 Před 11 měsíci

    every Part of Tiny Tina Is Perfect! Everything done Right ! My Favourite Charaktere!

  • @Bowsar1337
    @Bowsar1337 Před rokem

    he actually went into orc oppression theory at the end that dude really needs to get a life

  • @MrCraftingWithOak
    @MrCraftingWithOak Před rokem

    "Hours and hours and hours of people's lives". Man the new writers really don't have that philosophy lol

  • @Frohlocket
    @Frohlocket Před rokem

    Unfortunately, Mr. Garcia is a little hasty in his conclusions. His approach would be interesting if he laid a more solid foundation in the first 30 minutes of his talk, instead trying to give a complete outline in too short a time and therefore missing out on his actual topic, which is why it comes up short. In the old days, you would have half-wittingly remarked that white, pimply teenagers, who like chain bikinis and sugary soft drinks, play D&D. Unfortunately, Mr. Garcia does not get beyond this remark. It would have been interesting if he hadn't counted pictures with women, but had described how D&D began as a hobby for a special group, and today it runs through different communities, with very colorful influences. These days, RPG can be gay, glitzy, dead serious, sleazy, nationalistic, outspoken, or stubborn. It can be anything you can imagine and want. Nice that he dedicates time to the topic. But like his lecture itself, some of the conclusions seem rushed. Overall, therefore, it is neither culturally nor scientifically recommendable. But maybe it's good enough to start a discussion on it.

  • @CitizenSlide
    @CitizenSlide Před rokem

    I’ve been living the past 10 years with little or no autobiographical memory ability (SDAM), which doesn’t just impair my recollection of past experiences but continues to apparently limit encoding of current experiences. I have taken part in several memory studies and score better than average in identifying faces and decision making following a learned exercise. But in this talk Prof Wagner made little distinction between short and long term memory and the extent to which autonoetic consciousness might differ between these points along a memory timeline. In my (personal) experience they are very different, and while I appreciate that trials are more reproducible when measured over short time periods, it could be misleading to suggest their conclusions are meaningful until studies are taken out of the lab and applied to real lived experiences. I hope Professor Wagner’s research is able to reflect this perspective.

  • @dusandragovic09srb
    @dusandragovic09srb Před rokem

    1 page GDD is a brilliant concept. I will make a video about this, it's glorious idea and concept! =) EDIT: concept, concept, concept; I forgot to add CONCEPT

  • @itsjustboarsley
    @itsjustboarsley Před rokem

    The moment he made that statement about BR2 he lost me. How do you not catch the philosophical underpinnings of that movie?

  • @robertgraham1825
    @robertgraham1825 Před rokem

    John was my doctoral supervisor at the University of Calgary and I was his first PhD student. I knew then that he was headed for a stellar academic career and this has certainly proven true. What you don’t get in this clip is his dry sense of humour. Despite his formidable intellect, that will always be my vision of John. Oh, and that he was the best man at my wedding and a great lead guitarist 🎸More academics should be like him.

  • @hakimdouib432
    @hakimdouib432 Před rokem

    keep golbing that water while you are taking😤

  • @MrSantiagorm98
    @MrSantiagorm98 Před rokem

    Very interesting, thanks for sharing, is there more information about the tools for creating? Thanks 🙏🏻

  • @Lightblinder
    @Lightblinder Před rokem

    You're both very deeply missed, BL3's story was a disaster....

  • @R7Sports
    @R7Sports Před rokem

    I love her

  • @aaltmann
    @aaltmann Před rokem

    I am proud to have worked with Martin on the original PEP project and later on the an earlier version of ACORN development.

  • @Lepidoptera666
    @Lepidoptera666 Před rokem

    this is the guy behind the new dnd after school kits, where he wants kids in grade 4 to, "try out different identities". yeah this isnt going to be used to transition kids without parental consent or knowledge. 🙄

  • @____uncompetative
    @____uncompetative Před rokem

    Jon isn't doing art. He thinks he is doing art, but he isn't doing art. This methodology whereby he finds the germ of an idea through exploratory programming, then scraps everything to make it the foundation, then builds the right world around the idea to articulate all aspects of it perfectly and have the idea discover its own ramifications like growing a crystal isn't art... it's design. It is the same process as creating a corporate logo, like the one for Apple which is an apple with a bite taken out of it to represent the apple from the tree of knowledge in Genesis, to then convey the sense that Apple products are about providing knowledge to their customers. Now. Take that message and think up an alternative logo that doesn't use an apple. What can you come up with. Nothing as good I would suspect. You also have to think about the logo working on a letterhead in B&W and at billboard scale. When you get into other company logos based on the text of their name the choice of font is crucial, and sometimes specially designed to convey a certain status and personality to the brand. So, you should see from this short description an affinity does exist between graphic design and Jonathan Blow's _The Witness_ and _Braid._ Their narrative elements aren't design, and sit atop the core design as a form of cringe artwork, but few like the games for their audio logs and prose sections. In _The Witness_ Jon designs aesthetics that have a dynamical space of possibilities accessible by the very simple mechanics of invisible line tracing (not line drawing as everyone says it is as that would be more like the spell casting mechanic that he developed and then realised wasn't part of an RPG but enough to be the foundation of a tight design explored thoroughly), where one of these possibilities (occluded by the mystery of your own false assumptions as you have incorrectly inferred the rules of the puzzle, or where the puzzle can be, or how a puzzle's local state must be a constant and can't be subject to indirect change from some other mechanism within the global environment, none of which you have been told you can't do, as you have never been told how to do anything - past engaging with the first door as the line tracing is a mode, when the CONTROL key could have halted player movement when held down and acted as a Quasimode to avoid lock-in and be better designed mechanically, or be hold RIGHT MOUSE BUTTON, or be hold LEFT TRIGGER on a gamepad), is the solution and yields positive feedback and a sense of progression and an incremental recognition that assumes you have understood some underlying rule that can be relied on in similar puzzles later on (which isn't the case if you brute forced the solution or followed a walkthrough or speedrun played back in slow-mo because you mistakenly assume, again, that it is a puzzle game where the goal is about getting to the end, and there will be some satisfyingly revelatory pay off about the island the-re rather than what seems to many to be a pretentious troll as they had the wrong expectations that _The Witness_ was a puzzle game, and not actually about something else that required the island environment, as the panel puzzles they rushed through as they got too incrutable for them with the aid of a speedrun walkthrough just to get "their money's worth' by seeing the ending for themselves, or skipping all of THAT and finding a video of the ending cutscene, as people did with _No Man's Sky,_ leaves them frustrated and bitter as they haven't understood what the world of the island was created for, as the panel puzzles could have been hosted on a website and still been non-linearly accessed, including the sound puzzles), is intended to give rise to an "Epiphany" of understanding, to learn the real rules without being told anything beyond where to start tracing the line on the first locked door and highlighting the exits of the maze and flashing red the parts in error to help narrow the dynamical space of possibility to be more restrictive than every possible path traceable, followed by the major meta epiphany that the traces aren't limited to just the panels, not that you were told that was the only place you could interact with the world, which was then, for me followed by the meta-meta epiphany that the island and the objects that are in it avoid circles everywhere that is not the start of a trace and how unimaginably complicated it must have been to avoid these "null" cases, as everything that looks like an affordance becomes distracting clutter during interaction (i.e. you don't want to add buttons and switches and levers to a control panel that aren't connected to any functionality even if they aren't labelled, and you have to figure out their combined action on the system's state through trial and error as if messing about with the T.A.R.D.I.S.' octagonal console which was designed to be used by eight trained Gallifreyan pilots), with the best case of this anti-design being the wheels of the mine cart in the Town. Art elicits an emotional reponse by communicating a theme. So, the very fact that many don't get to the meta-level of _The Witness_ and just solve the panel puzzles, thinking that is all there is, represents an artistic failure. The audio logs are optional and avoidable. The stuff beyond the Hotel which interconnects with some philosophical ramblings that could have been strewn in the grass of _PUBG_ as audio logs to pick up and be just as ""existential"" about man's relationship to the world as an observer and there being no difference in a Berkelerian sense between living in a simulation and reality isn't profound and is undercut as anything to be seriously entertained or philosophically explored by it being immediately acknowledged that Blow is taking the piss, quite literally, obsessed with circular biscuits, and now unfit for society due to spending too much time in some ""Buddhist"" VR, which kinda completely misses the point about Maya. So, _The Witness_ doesn't even convey the philosophical depth of a short poem and at best comes across as an insincere time wasting limerick. His advice is frankly dangerous, as most games can be grown over time so that they are playable and fun and challenging and engaging at every stage in their elaboration. _Civilisation VI_ didn't need to have every feature finished before Sid Meier stepped back and thought to himself "Aha! Now I finally know what I needed to focus on all this time, and can now scrap all of this code I have written, and start from scratch and make something well designed that explores one idea thoroughly". There are a lot of systems underlying his game which probably don't even need to be there and don't contribute to what its players like about it, and could even detract from it, but they are so embedded that they are inextricably linked to code that would be too much work to change, and the whole point is to have a lot of code complexity because it can then be reflective of the complexity of geopolitical world history, technological innovations, economics and territorial invasions as a result of failed diplomacy. So, that's territorial expansion, resource acquisition, technological innovation, economic markets, governmental taxation, democracy and its alternatives, diplomatic relations with foreign nations, national defense or conquest leading to the management of military engagements in war... so that's eight interrelated things, not just one idea (line tracing) thoroughly explored in all possible forms it can take and then justified through some unifying quasi-narrative about observing the world, whatever the world is, which is in doubt, as it may be a simulation, even when you escape the island which is revealed to have been a simulation, and the bleed through those due to a form of temporary induced obsessive compulsive disorder leading to a cognitive sensitisation towards pareidolia. Then there is the less apparent "theme", so ineptly articulated and communicated to so few as to barely qualify as one, which is the observation not of the world outside of the observer, but of the world within, and the awareness of their own thought processes as they engage with puzzles and then consider whether their goal directed behaviour is itself an assumption that has been brought into _The Witness_ from other games, and actually _The Witness_ never claimed to be a game in the sense it would provide some reward for completion / recognition of THIS self-reflective Buddhist theme. Yet, this is at odds with it having Achievements and Trophies. You don't get to have a Platinum be a goal that can be acquired and then have the super subtle hidden message of your game be don't strive to achieve as you have all that you need within you already. Blow's advice blows.

    • @____uncompetative
      @____uncompetative Před rokem

      Continued... Build a game world up in layers with an interactive feedback loop at every stage as early as possible with prototypal graphics so that you can pivot away from a foundation that isn't fun having found out soon that it wasn't fun, whereas creating an entire new 3D engine for it would have deferred any testing of ideas made with that 3D engine. You need to recognise that you are making a game, not making a program. If your goal of a game G was a fixed design D and all you had to do was figure out how to write the program P then you would be done as soon as you got P built, but that is never the case, you have better ideas and insights along the way, you have feedback from other players about what works for them (try not standing over them when they play talking up what you want them to like or notice about your game as this is your only opportunity to observe the reaction of a person prepared to try your game and give their opinion on it and you need to not shape their reaction, and probably not ask a friend who will be afraid of hurting your feelings and just say nice things, if you don't get constructive criticism "I'd like it better if you did X" rather than "X sucks", at least accept "X sucks" if "Y is great", as in asking eight people where five like Y and seven hate X should persuade you to change your game that way to emphasise Y and remove or reduce the impact of X even if you like X more than Y, which is fine if that is the case, make a copy of that build for you to play, and continue with the Y > X version for everyone else), but it isn't all you have to do, as it isn't a matter of just writing P to achieve G with a fixed design D, but iterating the design D to make a better G2, G3, G4... which can involve P2, P3, P4 and will usually make most devs limit themselves to D2, D3 out of exhaustion as they can't implement it more than three times given the complexity of P whether it is rewritten from scratch, or worse from D's perspective, is reshaped to be a bit more like D2 but not really as good a D2 as if it were rewritten from scratch, with D3 almost certainly not a reboot even if D2 was a reboot of D's spell casting idea. _The Witness_ had to reshape the island multiple times to be coherent in the expression of its aesthetics which restricted the space of possibilities of its dynamics that was explored by its very simple mechanics. This is unimaginably hard, and basically the wrong way to make games (not that it is a game - at best it is in an existential crisis over whether it is a game or an experience, trophies and Diamond Sutras cause cognitive dissonance on that metric), and no Stanford student should follow his advice. It is better, but not "right" to focus on the mechanics and leave the aesthetics to much later (i.e. do a _Sokoban_ game in 2D before making it 3D to see how the idea works, _PUBG_ could be prototyped as a flat landscape seen top down, and of course elevation does play a part in the 3D game: so you have stairs in houses and undulating terrain, and people parachuting in, but that is just an extra dynamical space on top of the space of possibilities that can be adequately assessed on the "Flatland" prototype, even a game like _Star Citizen_ would have benefited from being top down 2D vector graphics with a camera that zooms back the faster you move as the monetised articles in shops and social dynamics of the collaborative MMO ship piloting and repair would have been able to be assessed as being fun rather than just assume it will be like _Faster Than Light_ for example, and hope for the best, as no one has yet playtested _Star Citizen's_ final socioeconomic vision despite all the money raised to make it, so it is still a possibility it won't even now result in a fun game that will hold a large population, just look at the number of people now playing _Halo: Infinite_ multiplayer after its $500,000,000 budget was blown on making it Free 2 Play). The problem with a mechanics focus is that you either obsess over a "juicy" jump mechanic, or making something original about a robot who solves puzzles with a giant horseshoe magnet (ignoring the fact that the robot is metal, nevermind), or you over elaborate the mechanics of your stay-in-one-place shooting gallery masquerading as a stealth adventure stuck-behind-enemy-lines sniper sequence of scenarios each with their own 'framing narrative' that could be played with just the Right Thumbstick and the Left and Right Triggers, and then you get carried away with wanting the D-Pad to adjust the scope so you can take account of the wind and then factor in the Coriolis Effect at extreme range, and before you know it every button on the controller has a function to elaborate the mechanics and make it a more faithful simulation, and therefore (you think) a more atmospheric and immersive experience to act as the foundation to your shooting gallery gameplay wrapped in a slideshow of narrative locational skip aheads. This could work, but simulation games don't sell as much as other genres for a reason. The depth in the mechanics is... interesting... but unless its mastery is rewarding (which requires a lot of testing and tuning and iteration), it is more likely to default to being arbitrarily frustrating and overcomplicated and in the way of whatever the story has to offer. As your character can't move it restricts the gameplay to being either one high-value target, one-shot, move on to next scene... or... take out all of the soldiers who would otherwise search the surrounding hills to find you in a short window of time when they are all exposed out in the open away from cover (the fail condition). Having it be that the enemy take cover and eventually find you (with mortars) an hour later, may be tense the first time, but ought not to be because once you lose the advantage of surprise and they start hunting for you it isn't like you can sneak away as this game is so simple you can not use Left Thumbstick to move (as that mechanic would make the engine more complicated and less of a shooting gallery). Here, I am choosing this artifically restrictive example to show the situation in which a developer may feel it is justified to elaborate the controls to enrich the mechanics and make the simulation more nuanced in hopes the game will be better (check out the control scheme for _Star Citizen_ for the XBOX Elite gamepad if you want a good laugh as it is very instructive on what not to do... that is WAY too complicated for a player to grok). All this leaves out of Aesthetics, Mechanics and Dynamics is the latter, which is the space of possibilities where the gameplay takes place. Having Dynamics be your focus results in _Halo 3_ or _Super Mario 64._ Those games aren't really about their stories, or characters (which barely talk). There is a simple framing narrative and the controls elaborate contextually in intuitive ways, so that Look will Steer the Warthog in _Halo 3_ (whereas _Battlefield 4_ unnecessarily presents you with entirely new control scheme to learn in the "I am driving a Jeep now" context), and the Wall Climb is just a Jump off the surface you are heading towards, with the only slight weakness being Mario in the water and it being slightly counter intuitive how to get him to surface for air; and that game came with a full manual (so I really shouldn't complain). These are, in my opinion, the best realised examples of their genre. _Robotron 64_ may be the best twin stick shooter, with _Geometry Wars_ a close second, only held back by it sometimes killing you with its excessive visual clutter of particle effects. They wouldn't keep remaking _Skyrim_ if it wasn't popular as an RPG, and the scale of the world, and the Radiant Quests, still seem to cohere to create a dynamical space of possibilities for adventure.

    • @____uncompetative
      @____uncompetative Před rokem

      Continued... So, you should not make P to make G with D a fixed D as D will likely be unsatisfactory, but instead make p (a prototype of P ideally in 2D) and see whether _Dark Souls_ works effectively in a large open world that necessitates horse riding before committing to the effort to write the program P for _Elden Ring._ Maybe there is something about _Dark Souls_ being a claustrophic one or two player version of _Gauntlet_ where every encounter is an unforgiving boss that you lose by making it open grasslands dotted with rocks. Why are the enemies staying where they are and not all converging on you _en masse?_ This weakness undermines the aesthetics, as it blunts the anticipated dramatic stakes. Do the enemies all have cataracts and can't see me until I get close? At least have an explanation in game for their weird behaviour. _Shadow of the Colossus_ didn't have this issue because it had you ride for miles and miles between bosses. That is why the bosses aren't seen fighting each other. That allows them to roam around during an encounter and still be separated from other regions containing other bosses. _Dark Souls_ has a hidden staircase snake around the rear of a tower down into the depths and soon leads to a new out of line of sight encounter with an initially lethargic cursed foe. They aren't like NPCs in _GTA V_ that are circling the block, or those in _Cyberpunk 2077_ who make use of a cross walk, sit to eat food from a street vendor and then end up taking a phone call. It is reasonable that they aren't roaming about from where you find them first, but the same can't be said of enemies in _Elden Ring_ on horseback. Mocking this up in 2D would have identified this issue early, and maybe the solution would have presented itself in that context (or various fixes that reshaped the dynamical space could have been tried resulting in one which could be inferred to be aesthetically more credible in terms of enemy motivations). So, this prototype p needs to be simple aesthetically (potentially 2D programmer art or vector graphics or ASCII characters) so it takes minimal time to get to a playable build of the game g expressing the design d. This can then be iterated far faster with d4 being the result of p, p2, p3, p4 having been done, and when d4 gets somewhere good the whole thing can be programmed from scratch with aesthetics that best suit d4 -> D -> P -> G (which doesn't need much of any further refinement other than some minor tuning). Rapidly iterating on a prototype p will guide you to what you need to make to achieve a dynamical space of possibilities existing in the tension between the constraints of what the mechanics allow the user to articulate and what the aesthetics allows their actions to mean in the context of world and its themes / characters / and (optional) narrative.

    • @firstnamelastname-yu2td
      @firstnamelastname-yu2td Před rokem

      Nah it's art.

    • @____uncompetative
      @____uncompetative Před rokem

      @@firstnamelastname-yu2td I am 100% persuaded by the quality of your verbose and articulate argument.

    • @firstnamelastname-yu2td
      @firstnamelastname-yu2td Před rokem

      @@____uncompetative Brevity is the soul of wit. Nice blog post.

  • @____uncompetative
    @____uncompetative Před rokem

    I've been working on my game for thirty years and I don't know what the foundational idea is.

  • @exalia_org
    @exalia_org Před rokem

    Very good and insightful analysis of markets and the current challenges!

  • @godsstruggler8783
    @godsstruggler8783 Před 2 lety

    5:18 🙂

  • @Mirandaphilosophy
    @Mirandaphilosophy Před 2 lety

    Many formulas, but I struggled to find deep meaning and abandoned at minute 20.

  • @kaltorakh
    @kaltorakh Před 2 lety

    Man, Tiny Tinas voice and the writer of bl2! I wish I could go to such a seminar

  • @Eskey__
    @Eskey__ Před 2 lety

    What game is this for? Borderlands?

  • @SolarPlayer
    @SolarPlayer Před 2 lety

    Amazing job by the interviewer

  • @lilwigese1
    @lilwigese1 Před 2 lety

    All these woke weirdos killed this franchise

  • @geberlan
    @geberlan Před 2 lety

    Whole speech went downhill from the moment he said "White"

  • @Lancerzor
    @Lancerzor Před 2 lety

    Now we have tiny Tina’s wondwrlands!

  • @ugleemonky1289
    @ugleemonky1289 Před 2 lety

    This right here aged so well. Now tiny Tina has a stand alone game.

  • @iTs_JL517
    @iTs_JL517 Před 2 lety

    Tiny Tina is definitely the most beloved character in the borderlands franchise she has to be she's a fucking badass.

  • @themajormagers
    @themajormagers Před 2 lety

    now i kinda want to play some borderlands again. thank you pretty lady!

  • @psykonikk
    @psykonikk Před 2 lety

    i love tina, she is the best in all the games to me, i never got why people does not like her hehe

  • @andremorales8441
    @andremorales8441 Před 2 lety

    If only it was on steam sigh

  • @Malhaloc
    @Malhaloc Před 2 lety

    I love Tina amd BL2 as a whole, but this is painful, listening to someone describe how afraid they were that they were being racist by having Tina speak the way she does. The people maling the accusations that it's racist are actually racist because the argument is "That's how black people talk." Is it? All and only black people talk like that?

  • @ROTNReaper
    @ROTNReaper Před 2 lety

    I can't tell if she ever said "ummmm"

  • @gavalon01
    @gavalon01 Před 2 lety

    It's daddy master!

  • @Reddwarf10
    @Reddwarf10 Před 2 lety

    Dungeons and Daddies!!