Atmos Duality said:
mfeff said:
I find that statement pretty debatable.
Considering that they're developers themselves (or work with developers), I don't really see what's to debate here.
Daniel Floyd is an animator at Pixar. Not a game developer.
James Portnow
has worked on games, but to my knowledge is not a developer currently. He worked on CoD at Activision, started a now defunct indie studio, and now consults. I like the guy, from what I have seen in his interviews and lectures. His stuff is very "theory", that's not really here or there, but it's not a product, which is what game developer's put out.
Allison Theus I "think" works as an artist or illustrator at Relic... for however long that last... again, it's not really "game development".
The debatable point here is that they "collectively" have never really "put out" anything that remotely resembles any of the shit Daniel talks about. Two career artist and an educator looking to kick start gamification.
This is the ONLY example you could find?
Obviously not. But I'm not going to go out of my way listing every detail over a simple summary criticism.
But you do concede, that there is enough to detail a listing?
Emm... yeah that sounds about right.
I'm so happy my opinion has your approval...
You should be. I get paid well for it.
Although the "academic angle" is again, pretty debatable... some of the videos are so hopelessly devoid of anything remotely resembling Socratic dialog or references that it is embarrassing. For example... I remember playing "Myth of the Gun" for an associate of mine, from Japan, who is a medical researcher, Ph.D. and a fifth Dan in Kendo... the look on his face was priceless. Weebo comes to mind.
There both garbage, but at the least, Jim is mildly entertaining garbage... the games equivalent to the national enquirer... EC, is the same, but they seem to "think" they aren't, which is comedy in and of itself.
They have good episodes. They have bad episodes.
*shrugs*
There aren't really any credible shows out there for general discussion in game design and business. And those that might have been credible are loaded with bias and business fudgery, or they go out of their way to wield hyperbole (undermining the seriousness of any argument they make).
An interesting assessment in some ways I am of the mind to qualify. Saying that (generally speaking) people that are involved in a thing from a professional level, generally, do not speak out on the work that they do in anecdotal positing. It's a bit of the old "student blabs, master listens... or is asleep... When I see people in the professional or semi professional position discussing what they do it comes in a couple flavors...
Professor - Selling a school or program
Kick Starter/Indie - Pitching an idea for money (fishing expedition)
Business - Pitching a concept looking for audience feedback (leveraging solipsism).
This sort of ties into my own personal treasure trove of philosophy when it comes to "gaming discussions"... which I will offer unsolicited for your pleasure...
"Game Discussion/Journalism" comes in three flavors, with one sub-flavor...
Preview - It's coming... Maybe!
Review - It's here... Prepare to be lied to!
Nonsense - MOST of what is out there... typically opinion offered as a fact, without evidence, merit, relevance, basis... normally this is called "Journalism", many times by people without degrees in such a field, bias as hell without a disclaimer as such.
The sub-flavor is a bias ridden diatribe, normally offered as such... sometimes Jim's shtick falls into this category... there are others... It's nonsense without much pretense as too it's nonsensical nature; this gives it a strange sort of "pseudo merit" as being "at-the-least-honest"... which almost trumps the fact that it is a bias ridden diatribe.
Typically, industrial design (which is what video games are), is quite the boring topic... keeping it surface, keeping it pedestrian makes it "accessible" which is in many ways the direction the industry as a whole has gone and will continue to go.
You may try Game Developer magazine, or making a trip to GDC... heck there are tons of groups that tinker with code and mods... some good conversations to be had there. Alas, to go deep, is often times, to go BALLS DEEP, and that means learning much of the hard technical aspects of it, rather than pedantically debating the nonsense of it.