From the first day at GDC – I’m mainly attending the AI Summit and Social Games Summit. Every year I watch and listen for trends, to get the vibe of where the game industry is and where it’s going. Thus far, I’ve seen a few things – an unnerving anxiety, a fast-rolling bandwagon. And hats.
GDC Trends: Anxiety and the bandwagon. Also, hats.
Posted March 9, 2010 by Mike SellersCategories: Uncategorized
The New Killer Platform for MMOGs is… FaceBook?
Posted November 23, 2008 by Mike SellersCategories: Online Worlds, games, practice, technology
Tags: Facebook, games, MMOG, tools, virtual world
Since my last post was pretty theoretical, I thought I’d bring this back to earth a bit.
The MMOG market continues to be very hot, and possibly all but impervious even to our current economic chaos. I continue to see MMOGs in development for ever broader demographics and more obscure (or focused) niches. Despite the difficult times for some and the demise of others, investment and development in this area continues to be strong.
And yet technology continues to be a huge thorn in the side of any developer. There are a number of middleware suitors trying to woo developers, but recently an unusual one has appeared on the field. Can it be that Facebook will save MMOG development?
Did Maslow get it wrong? (and why this matters for games)
Posted November 23, 2008 by Mike SellersCategories: AI, psychology, theory
Tags: AI, education, learning, maslow, motivation, theory
You may be familiar with Maslow’s hierarchy of needs (more on this below the cut). Maslow’s theory has heavily influenced the architecture of our AI technology, which is why I’m attuned to discussions of it or instances that support or undercut it. Recently I ran across a theory in education known as “CBUPO,” an ungainly acronym for “Comptence, Belonging, Usefulness, Potency, Optimism” designed by Richard Sagor at Washington State University (an accessible introduction can be found here (pdf)). Sagor’s theory suggests some interesting modifications to Maslow that have consequences for how we understand ourselves — as well as the motivations for gamers and AIs.
(Warning: psychological theory leading to AI and game-relevant thoughts below.)
The Uncanny Valley (yeah you should know this already)
Posted November 15, 2008 by Mike SellersCategories: AI, games
Tags: emotion, uncanny valley, video
From James Portnow’s blog, a terrific Zero-Punctuation-style video on the Uncanny Valley. You probably know what that is, but it’s worth watching the video and passing this on to others who don’t. And if you don’t know what that is and how it applies to games and AI, you really should watch it.
Games for Learning?
Posted November 14, 2008 by Mike SellersCategories: games
Tags: education, games, learning
People like games. People also like learning — mostly. And of course adults like it especially when their kids learn. Many valiant attempts have been made to use games to teach kids or adults, but with few real, intentional successes. This is largely an unknown art, and one where when learning does occur, it seems almost accidental.
For example I learned about the geography of the Caribbean, I’m abashed to say, by way too many hours spent on the old Pirates! game; and my son learned a surprising amount of history by playing Age of Empires. Many people have fond memories of Oregon Trail, and this often comes up in discussions of “games used for education,” but still this area has languished rather than flourished.
Why is it so difficult to make games for learning? Is it the topics we’re choosing, or a too-pedantic approach, or something else? I don’t have any solid answers on this one, and would love to hear others’ opinions. What do you think?
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