this is my first live blog post.
jesper is the author of Half-Real.
Not all players like tofail.
theroy of games without goals. new games have optional
goals/freeplay. Player chooses his own game.
What do games w/o goals teach?
players select personal goals. open games can still push plaers to
specific goals. probably less suited for memorized content.
Conclusions: games as language. new game styles. Casual games.
better failure styles. Goal-less games: big,open, expressive, speaks
to new audience...sims, GTA, WOW, etc.
We are moving away from forced goals, and fixed sequences like arcade
styles and early adventure games.
Game designers are encouraged to move in these directions.
Training is an event. Learning is a process. Technology supports both. Improving workplace performance is the goal.
Tuesday, March 21, 2006
SGS - keynote Jesper Juul
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