Video game confidential: Susan O'Connor at TEDxBeaconStreet
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- čas přidán 28. 01. 2013
- Susan O'Connor is a writer. She works with studios to create worlds and adventures for video games. Titles in her portfolio have sold over ten million copies and generated more than half a billion dollars in sales. In this thought-provoking talk from TEDxBeaconStreet, she shares what her job has taught her about bravery, uncertainty, failure, and fear. She reveals a surprising truth about the heroes in our games - and in our lives.
In the spirit of ideas worth spreading, TEDx is a program of local, self-organized events that bring people together to share a TED-like experience. At a TEDx event, TEDTalks video and live speakers combine to spark deep discussion and connection in a small group. These local, self-organized events are branded TEDx, where x = independently organized TED event. The TED Conference provides general guidance for the TEDx program, but individual TEDx events are self-organized.* (*Subject to certain rules and regulations) - Hry
For anyone else only here for a class assignment, here are the three main questions:
1: Are you ready to figure out what you really want?
2: Am I ready to fight for what I want?
3: Am I ready to risk it all?
You're welcome.
Ily thanks
11:14 Thank you for these 3 answers Susan
I love how honest and sincere this message is... thank you
Very nice perspective regarding video game story telling, character and story development
I disagree with the assertion that player characters play out as villains.
I think the concept of the player character being a villain is more a confine of the game play itself.
The vast majority of games (mainstream AAA titles in particular) are based around violence and killing, even the most benign games such as Mario are more or less about inflicting violence on those who hinder your progress and as a gamer you can only express yourself through the intended game play mechanics, thus if you encounter a friendly NPC, you're probably likely to run around and jump and stomp near them like an idiot.
I think its more about the style of game and the mechanics of the game and ways it allows player agency. I mean if Far Cry 2 had a handshake button or a polite action that would lead to a make friend button that was a stimulating and rewarding experience, players would behave differently. But given that every single button and aspect of the game play is geared towards you shooting and stabbing things then that is the way people will interact with their environment.
Outstanding.
9:05 the intelligentsia, in their proper postures
This.
GO WOKE GET BROKE!
the fallout karma system XD
learn some stuff today. She talks to everyone like they are her children, god knows most 12 year old xbots need parental guidance.