The talk is about how to design games that better teach their mechanics to players, and how to use the language of Problem-Solving research to better talk about the concept of difficulty in videogames.
Games For Change invited me to give a 15 minute “state of the union” for indie games, to run back-to-back with their “state of the union” for AAA.
It was kind of an interesting talk request, because I have mixed feelings about the work G4C promotes, and also I have mixed feelings about the idea that there even IS a state of the union for indie games. But I decided to put those thoughts into a talk, and this is that talk.
Sorry the quality is so bad, I ripped it from the livestream video. Also, not my greatest delivery, but I was sick, so you know, thats how it goes
This is a talk I gave in Argentina at #PersonalVideoJuegos in 2013.
It’s a long sprawling talk and I covered a number of topics that have been on my mind recently.
Amongst other topics, I cover:
– What it really means when successful artists claim they “don’t know what they’re doing”.
– How/why failure is important, but the need to make sure you have the means to fail, so that you don’t fail hard.
– How long it actually takes to be successful as an artist.
– Why you should strive to understand your core values.
– Some of the lessons I’ve learned from my failures, and how they helped me.
– Why iOS is a great place to be an artist.
It’s about play and the relevance of play to art.
I get a lot of questions about art in the gamespace, but recently i’ve gotten a lot of questions from artists about games as well. This is a talk for those artists.