tag:blogger.com,1999:blog-30766504.post115618127926869848..comments2024-01-15T03:36:11.777-05:00Comments on Teaching Game Design: Topic for Discussion: Game ResearchUnknownnoreply@blogger.comBlogger4125tag:blogger.com,1999:blog-30766504.post-1157442608939844462006-09-05T03:50:00.000-04:002006-09-05T03:50:00.000-04:00Ian, the film industry's content has doesn't consi...Ian, the film industry's content has doesn't consist of audience response, and they do do test screenings to gauge that. Games are interactive, therefore player behavior dynamics are an order of magnitude more meaningful to us than passive audience response is for film. <BR/><BR/>I agree we should make games, it seems obvious when you think about it. <BR/><BR/>Theory should be testable in an interaction model and rapidly iterated on.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-30766504.post-1156951943231179332006-08-30T11:32:00.000-04:002006-08-30T11:32:00.000-04:00Lots of great comments here.Darius: you're right, ...Lots of great comments here.<BR/><BR/>Darius: you're right, I could definitely see things like player behavior being useful. But it begs the question, where is the similar research in the film industry? Wouldn't it be equally useful for a script writer to know what kinds of scenes evoke what kinds of audience responses? Where's the research that "proves" it?<BR/><BR/>Duncan: The thing I love about that particular blog post on Lost Garden is the intense discussion in the comments that follow. Lots of people arguing over whether such a thing is even possible. Might be interesting to try, to see if gameplay notation can work at all...<BR/><BR/>Jason: A game DESIGN course consisted of 3/4 theory and 1/4 programming? For shame! Chalk it up to one more example of the game industry's terminology clashing with the terms used in academia. Would you be willing to give the school and course number, or a link to the syllabus or something, so I can see it for myself?Ian Schreiberhttps://www.blogger.com/profile/03146360375570794401noreply@blogger.comtag:blogger.com,1999:blog-30766504.post-1156263478547110702006-08-22T12:17:00.000-04:002006-08-22T12:17:00.000-04:00Research that goes in this direction might be inte...Research that goes in this direction might be interesting: http://lostgarden.com/2006/01/creating-system-of-game-play-notation.htmlDuncan Mhttps://www.blogger.com/profile/13280914228859902589noreply@blogger.comtag:blogger.com,1999:blog-30766504.post-1156186566578917532006-08-21T14:56:00.000-04:002006-08-21T14:56:00.000-04:00I may be biased, but quantitative papers like this...I may be biased, but quantitative papers like <A HREF="http://www.parc.xerox.com/research/publications/files/5599.pdf" REL="nofollow">this</A> make me very happy, and are incredibly useful from a design perspective.<BR/><BR/>What about building small games that record what the players do, so you can analyze stuff about player behavior? I'm not talking those projects where they measure people's heart rates while they play a game or whatever, I'm just talking about collecting statistics on gameplay behavior over a wide cross-section of the player population, much like in the paper above.Darius Kazemihttps://www.blogger.com/profile/01646249933207430061noreply@blogger.com