About speaker Jonathan Blow is a designer/programmer of The Witness and Braid and invests in games as part of Indie Fund. He is currently working on a new programming language to serve as a C++ replacement.
I like the way Jonathan does public speaking. He comes across like he is having a conversation with us. It gets old real quick if the speaker just reads off bullet points.
I just Gris right before I watched this talk. Can't help but remember how much I was thrown off by the collectibles. Which is the side path and not the main one so I can collect it? Will I get the chance to come back if I miss them? Will I have to redo everything I just did to get back here? Self-Weakening/Sabotaging seems like an apt term, I think I would have a much better experience if all collectibles were simply removed.
THANK YOU! DDA made newer Elder Scrolls (and Fallout) games pointless. Those games have random monsters and loots be adjusted to player's level - this is effectively a derivation of DDA. Which is ridiciolous in face of the facts that: - you're not supposed to go some places early anyway - wandering monsters shouldn't be supposed to bother your ass twice anyway (maybe after a long time - see how Might & Magic 6-7 did that) - you have fast travel ANYWAY Dynamic random monster level adjustment just gives you the feeling that all that character building and item looting gave you NOTHING. In a RPG game. Wich is about character development and looting.
What is it with developer’s obsession with the “flow state”? Every game I’ve played that puts me in a supposed “Flow State” (World of Warcraft, Resident Evil 4, Donkey Kong 64, etc) has been incredibly unrewarding. This is because the “flow state” usually means sitting in front of the TV for four hours in a mildly comfortable state, only to suddenly be pinged back into reality after the game turns off. I didn’t develop any skills, I didn’t have an emotionally fulfilling experience, I didn’t stretch my brain, I just sat in a comfortably numb state for half of the day. It’s not healthy, and the fact that players and developers actively seek that experience is disturbing.
There is a common misconception about Flow simply being a sort of mindless addiction to some activity. Flow, as characterized by Csíkszentmihályi actually must result in satisfaction through personal growth, by exercising and improving ones skills. If an activity leaves you unfulfilled, it by definition, couldn't have produced the flow state. What you are talking about is likely hyper-focus, which shares a lot of characteristics with flow like losing your sense of time, and being highly engaged in what you are doing. The key difference is that you can achieve hyper-focus by doing meaningless activities, whereas you can't with flow. I agree with your sentiments, as there are a lot of game developers who misrepresent/misunderstand flow as simply being addicted to the point of compulsively playing a game (and I agree that intentionally designing games like this is unethical). However this isn't creating the flow state, its just exploiting human psychology to create hyper-focus.
I don't see how a comparison between paintings/storytelling and games is merited. Paintings and storytelling speak to the human soul, while games are an elaboration on the two dogs fighting over the piece of rope - i.e. they are physical or mechanical, but say almost nothing about the human condition.
@@mav45678 I would suggest: The witness gorgogua Dear Ester Inside Each of these games has something to say about the human condition, each takes a vastly different route in it's attempt to communicate it.
While it's true it's obvious today that paintings and stories can speak to the soul, it's important to remember this does not mean they can't be used for nefarious and utilitarian purposes. For example, storytelling through media is one method governments ongoingly use to fearmonger their citizens into control, and there are paintings that have had immeasurable success as wartime propaganda. These of course aren't about the human condition at all. So just because (video) games in their current manifestation may only be violent and mechanical, doesn't mean they're bound to that.