Results tagged “conferences” from The Gameshelf
The third annual Boston GameLoop is set to happen on Saturday, August 28 at the Microsoft NERD center in Cambridge. GameLoop is a self-organizing “unconference” based on the BarCamp model, led by local videogame mavens Darius Kazemi and Scott MacMillan.
I’d loosely define the audience as professionals with a vested interest in digital games. Most attendees have been folks directly involved in the videogame industry, but the event has also included journalists, educators, and others interested in (and participating in!) games’ rapidly growing role in modern culture.
No matter their background, all attendees are free to pitch 30-minute session ideas onto a centrally-positioned whiteboard, as well as support others’ pitches by drawing tick-marks beside them. Topics with enough ticks get moved onto the day’s schedule.
Last year, I led a roundtable discussion on the state of game journalism. This year, time permitting, I’d like to arrive prepared with a short presentation or two on wholly different topics, and then find out if anyone actually wants to hear them. Either way, I certainly look forward to seeing both new and familiar faces again, and soaking up an entire day of intelligent game conversation with a lot of really smart people.
Both Zarf and I have ponied up the $40 registration fee for this year. Gameshelf readers who’ll be joining us should feel free to leave a shout-out in comments!
Here is the video my Flip camcorder shot of three of the IF-related PAX East-ish events. I apologize for the wobbly quality; I didn't arrive at PAX with plans to record anything, but found myself deputized into a videographer role after I was noticed fooling around with my brand-new camera-toy. As such, I (and other individuals I roped in to help me) struggled to figure out how to best use the device even while shooting these videos.
Two of these videos cut out prematurely, because it turns out that the Flip doesn't offer much in the way of a battery-life indicator. On the plus side, the audio is as good as you can hope to get from a little box located yards away from the subject. So: not very good at all, actually, but at least it's audible. Next time I do something like this, I'll plan ahead and bring both a real camera and mic setup, and more of a clue as to their use. (Taking, perhaps, a page from Ben Collins-Sussman, who took some great photos of PAX's IF activity.)
Nonetheless, these videos are filled with smart people saying interesting things about interactive text games, so please do enjoy them! If you're well-behaved I'll end this post with related videos shot on better equipment by someone more skilled.
Dispelling the Invisibility: IF Outreach
IF Outreach panel - PAX East 2010 from Jason McIntosh on Vimeo.
This took place in the IF Hospitality Suite (a.k.a. Zarf's room in the Hilton) on Saturday evening.
Panelists, from left to right, include Andrew Plotkin (author), Chris Dahlen (journalist), John Bardinelli (critic), and Jason McIntosh (me). The moderator, seated in the middle, is Harry Kaplan. Fellow PR-IF member Jake Eakle operated the camera. The video ends abruptly when the camcorder runs out of storage (it's a long discussion), but the panel wound down soon after.
Thanks to Twitter, I found myself vicariously attending GDC this year. Allow me to recount some of the more interesting things I heard people talking about.
Anna Anthropy released REDDER, a puzzley explore-and-collect game, free to play on the Newgrounds portal. Unlike When Pigs Fly, her previous effort, the difficultly comes not from its demanding feats of digital dexterity, but rather from the large size of the world, and the things about the world you must learn and remember while you strive to collect the shiny treasures. Give it a try, and block out a couple of hours to play it through if you like it.
One reason why I like Anna's games in particular is the same reason I liked watching the latter-day Battlestar Galactica so much. Ron Moore, BSG's executive producer, took advantage of internet publishing to create and release commentary tracks, in podcast format, almost at the same time the shows aired. They felt less like a producer reminiscing about a past project, and more like lectures about the challenges and strategies of putting an episodic TV show together, spoken by someone who was still in the thick of it.
Similarly, Anna is at least as active in presenting lectures and articles on level design (which we've linked to before) as she is with releasing actual games. Soon after I started When Pigs Fly and saw the grassy turf three screens over from the start, I may have said "heh heh" out loud. I felt that I knew exactly why she put it there, even though it had no explicit in-game effect, and I probably wouldn't have if I hadn't been reading along with her exegetic work.
I was pleased to attend the second Boston GameLoop, and extend thanks and congratulations to Darius Kazemi and Scott MacMillan for organzing another fantastic event. Also thanks to Microsoft for the use of their lovely new NERD center (yes, that is what it's called) in Cambridge. The conference was doubly well attended over last year's, and I look forward to seeing how it continues to grow in future iterations.
This was the third self-organizing "unconference" I've attended, and the first one at which I got bold enough to host a talk. My topic was "Improving Game Journalism and Critique", and my starting point was this essay about game criticism from Greg Costikyan, from which I read some excerpts to get things rolling.
Among the dozen or so who showed up for the talk, a particularly challenging attendee was a hardened freelance journalist who hoped we'd talk about "outside-in" reporting about games for mainstream news consumers. He was very open with his skepticism about the value of the critique I described. While initially his boisterous disagreement resulted in a couple of walk-outs, those who remained helped pare it down to a valuable core question: Who is the real audience for critique?
Attempting to answer this led further into discussion about the transformative effect that more and better game criticism should have on the field of game-centric journalism: taking some space back from the fanboyish, review-and-anticipation-based press that is so prevalent now, and giving more voice to articles examining games the context of artistic work. This would let a game be held up for comparison with of other games, all that has come before - and, if examining a work from the past, all that came after. Fill the space of media-about-games more with material like this, counterweighting all the next-six-months-focused game reviews (a necessary but very well covered thank you genre), then the game-making community's perception of itself should further broaden and mature. Which would be a Good Thing.
The group also ended up talking about professional video-gaming-as-a-sport and its media coverage, both within and without the current game-enthusiast press. This was a subject I knew very little about, so I didn't discourage it, and we ended up being able to tie it back into the title topic by the time our 45 minutes were up.
I made a newbie mistake in not noting my contact information before the talk, so that people follow up electronically afterwards if they wished. I had some nice face-to-face conversations immediately after the talk, and I see that a few people have started following me on Twitter despite my unintentional stealth. If you've managed to find this post after attending my talk, welcome! Feel free to use the comments for followup discussion, if you wish.
Three more links I'd like to throw down here, because they're things I mentioned during other peoples' talks:
- Chess for Girls, a blistering SNL parody of how games (or anything else) is typically marketed at girls
- Mo's Movie Measure (aka The Bechdel Test), an acid test to determine whether a given movie manages to overcome a base level of sexism. (Most movies, even good ones, fail it miserably.)
Thinking about MMM in context of games is an interesting exercise!
- Intelligent Mistakes, a brilliant essay from the game designer Mick West on programming computerized opponents so that they purposefully but subtly screw up, so that fun for the human player is maximized.

