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IMD Forum for 1/14/09: Eric Zimmerman

zimmerman%20by%20vince2.jpg

Photo by Vince Diamante

Speaker: Eric Zimmerman, Co-Founder & Chief Design Officer, Gamestar Mechanic
Time: Wednesday, January 14, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)

Title: The Ludic Century: In the Future, Everyone will be a Game Designer

In this wide-ranging and far-reaching talk, Eric will build on his fifteen years of experience as a game designer and game industry gadfly to talk about the wider relevance of games to the culture at large. What are games? What is game design? And in what ways is our culture changing to become more game-centric? The importance of thinking in terms of complex systems, playful technologies, and the world as a designed construction are bringing about new ways of making meaning, and demanding new kinds of literacies for understanding these meanings. In a talk that will include playing games with the audience and offering a sneak peek at his next major unreleased game title, Eric will provide a provocative glimpse into a very playful future.

Bio:
Eric Zimmerman has been working in the game industry for fifteen years. He is the co-founder and Chief Design Officer of Gamelab (www.gamelab.com), an independent game development company based in New York City. Gamelab creates and self-publishes innovative singleplayer and multiplayer games that are distributed online, on mobile phones, and through retail, including the hit downloadable games Diner Dash, Miss Management, and Jojo's Fashion Show. Pre-Gamelab titles include SiSSYFiGHT 2000 and the PC title Gearheads. Eric has taught courses at MIT, New York University, and Parsons School of Design. He has lectured and published extensively about game design and is the co-author with Katie Salen of Rules of Play: Game Design Fundamentals (MIT Press, 2004), and The Game Design Reader: A Rules of Play Anthology (MIT Press, 2006), as well as the co-editor of RE:PLAY (Peter Lang Press, 2004).

BACKCHANNEL LOG from presentation: Download file and below.

‹Seminar› Seminar 01/14
14/01/2009 17:42:08 ‹Dread› IMD Forum for 1/14/09: Eric Zimmerman
14/01/2009 17:47:42 ‹peterp› Hello
14/01/2009 17:48:05 ‹peterp› For access to the Backchannel, please make sure you are connected to the im-seminar wireless network
14/01/2009 17:48:21 ‹peterp› im-seminar
14/01/2009 17:48:35 ‹peterp› or use one of the fixed stations on the sides of the room.
14/01/2009 17:51:24 ‹Jamie› It's so awesome not being on USC wireless
14/01/2009 18:04:22 ‹BlassFamouss (J› test, test
14/01/2009 18:05:42 ‹EvidentManiac› yep yep
14/01/2009 18:11:38 ‹Jamie› "In the future, everyone will be a game designer"
14/01/2009 18:12:20 ‹EvidentManiac› In the future, there will be robots.
14/01/2009 18:12:32 ‹Jamie› Is this analogous to the claim that, post word-processor, everyone is a writer?
14/01/2009 18:12:45 ‹miker› no, it's a play
14/01/2009 18:14:37 ‹Jamie› "In the future, everyone will be world-famous for 15 minutes" - Andy Warhol (?)
14/01/2009 18:15:50 ‹miker› good old rock, nothing beats rock
14/01/2009 18:16:00 ‹s› victory! ^_^
14/01/2009 18:19:48 ‹Diab› I got kicked out of the MMRPS server!
14/01/2009 18:20:02 ‹Diana› dude, log back in before anyone notices
14/01/2009 18:20:09 ‹Cynthia› need some standard rules, cause some people would go on 3 and some on go. :X
14/01/2009 18:20:11 ‹s› you know joe?
14/01/2009 18:20:12 ‹s› i beat him
14/01/2009 18:20:13 ‹s› !
14/01/2009 18:20:15 ‹s› ;]
14/01/2009 18:20:19 ‹Diab› *sneaking in*
14/01/2009 18:20:25 ‹ndef› Hahaha.
14/01/2009 18:21:38 ‹Dread› MMRPScissors
14/01/2009 18:24:19 ‹Dread› http://www.gamelab.com/
14/01/2009 18:29:28 ‹EvidentManiac› Work Time Fun?
14/01/2009 18:30:51 ‹Dread› http://www.ted.com/index.php/talks/david_perry_on_videogames.html
14/01/2009 18:32:01 ‹Al the Yang› That was an intense soundtrack
14/01/2009 18:32:10 ‹EvidentManiac› http://en.wikipedia.org/wiki/David_Perry
14/01/2009 18:33:44 ‹Cynthia› gryphonwing longbow for 90g!? (... j/k)
14/01/2009 18:34:09 ‹Jamie› Graphics = Set dressing for information spaces
14/01/2009 18:34:31 ‹Cynthia› Graphics are what all of us here at IMD wish would happen automatically. :(
14/01/2009 18:34:52 ‹Jamie› http://en.wikipedia.org/wiki/Chess_boxing
14/01/2009 18:39:22 ‹EvidentManiac› I've always found myself getting frustrated at people who couldn't operate various computer applications...
14/01/2009 18:40:28 ‹EvidentManiac› http://www.2719hyperion.com/2007/07/21st-century-begins-october-1-1982.html
14/01/2009 18:40:47 ‹miker› see, the problem i have with the industry / information / ludic age paradigm is that the first two are defined by economy, and the third iny luxury
14/01/2009 18:41:29 ‹pvd› that's not entirely true
14/01/2009 18:41:54 ‹Diana› I dunno. Access to technology has always been a barrier to entry.
14/01/2009 18:42:05 ‹Diana› The industrial age didn't happen everywhere, and neither did the information age.
14/01/2009 18:42:33 ‹pvd› no but information and the information age are not exactly the same thing
14/01/2009 18:43:51 ‹Jamie› Are you drawing a contrast between the Cotton Gin and Donkey Kong as economic movers, Mike?
14/01/2009 18:44:16 ‹miker› well, only in the sense of what the underpinnings of an economy are
14/01/2009 18:44:39 ‹miker› the cotton gin fundamentally changed the way that goods were produced
14/01/2009 18:45:00 ‹miker› donkey kong, while greatly affecting the economy, were not "prime movers" in that same sense
14/01/2009 18:45:04 ‹miker› *was
14/01/2009 18:46:26 ‹ndef› I think social networking is a good example of how the "Ludic Age" has a fundamental impact on how people relate to each other. Not economics, specifically, but not merely luxury, either.
14/01/2009 18:46:53 ‹Dread› systems play design
14/01/2009 18:47:31 ‹miker› i guess then, arguing that they each category represents the way that people spend the bulk of their time is more accurate
14/01/2009 18:47:54 ‹Jamie› It seems like an "Age" is a description of a cultural/social shift
14/01/2009 18:48:00 ‹pvd› I would say that we should draw a distinction between "how people spend a bulk of their time" and "how people relate to each other"
14/01/2009 18:48:14 ‹pvd› because I think that the latter is the more significant
14/01/2009 18:48:18 ‹Diana› or a lens through which we see the world
14/01/2009 18:48:23 ‹pvd› yes
14/01/2009 18:48:27 ‹Diana› everything in the context of play, etc.
14/01/2009 18:48:28 ‹miker› i'd argue that the latter is a subset of the former
14/01/2009 18:48:38 ‹Jamie› The Industrial Age came about BECAUSE of some economic shortcut, but that doesn't make it economic in nature
14/01/2009 18:48:55 ‹Jamie› it's still about a fundamental change of experience, whatever the cause
14/01/2009 18:49:29 ‹pvd› mike: I'm not sure I entirely disagree, but I'd like to hear why you think that
14/01/2009 18:50:00 ‹miker› well, i'd say that the time which people spend interacting has greatly increased since leisure time has increased
14/01/2009 18:50:33 ‹pvd› Jamie: I think that both the information and industrial age came about due to the availability of certain types of resources (natural & abstract) and the technology enabled by them
14/01/2009 18:50:47 ‹Diana› Mike: I'd argue that we don't spend more time interacting, we just interact with more people
14/01/2009 18:50:56 ‹pvd› I agree with that
14/01/2009 18:53:44 ‹s› haha : ]
14/01/2009 18:54:59 ‹pvd› I think that interaction has been slightly changed due to the interpretation of the communication mediums we use now, and what types of barriers we maintain while using them
14/01/2009 18:55:28 ‹Diana› It certainly creates entirely new hierarchies for relationships
14/01/2009 18:55:37 ‹s› the standup/sitdown has an interesting commentary on conformity
14/01/2009 18:55:42 ‹miker› that i'll agree with
14/01/2009 18:56:00 ‹Jamie› considering we're all sitting, we all cheated
14/01/2009 18:57:15 ‹s› but yeah like, people tend aim for an equilibrium where they are somewhat the same and somewhat distinct than their neighbors (or those they interact with in some way)
14/01/2009 18:57:26 ‹EvidentManiac› http://www.amazon.com/Game-Design-Theory-Practice-CD-ROM/dp/1556227353
14/01/2009 18:59:00 ‹Jamie› when my game is played on a nudist beach, i'll know i've really made it
14/01/2009 18:59:24 ‹EvidentManiac› So definitely targetting portable, then?
14/01/2009 18:59:29 ‹Diana› I dare you to make a game that's MEANT to be played in that setting
14/01/2009 18:59:41 ‹Al the Yang› I will take that challenge
14/01/2009 18:59:41 ‹Cynthia› You mean Hush isn't?
14/01/2009 19:00:27 ‹Diab› whatever it might be it should have refreshments on the side
14/01/2009 19:01:09 ‹Jamie› it could be some sort of suntan-lotion-based strategy game
14/01/2009 19:01:18 ‹Diab› lol
14/01/2009 19:01:21 ‹pvd› point-based
14/01/2009 19:01:23 ‹Diana› sunburns as Pictionary medium?
14/01/2009 19:02:00 ‹Jamie› i think we have a winner
14/01/2009 19:02:11 ‹Diana› I immediately do not volunteer to playtest
14/01/2009 19:03:46 ‹EvidentManiac› Colors... not the game for the gizmondo...
14/01/2009 19:09:46 ‹s› where's _BLACK_
14/01/2009 19:09:48 ‹Jamie› that game beat the pants off mmrps
14/01/2009 19:09:50 ‹s› grr orange and pink t.t
14/01/2009 19:10:08 ‹Cynthia› Could get white to replace orange or pink. :[]:
14/01/2009 19:10:49 ‹Diana› or just cheat and hope nobody notices
14/01/2009 19:11:47 ‹Diab› I still like the movement in MMRPS
14/01/2009 19:12:23 ‹Jamie› but you need to be stubborn too...
14/01/2009 19:12:33 ‹Jamie› ...as team pink demonstrated
14/01/2009 19:22:35 ‹Diana› those are some terrifying girls
14/01/2009 19:27:17 ‹Diab› city as a game board
14/01/2009 19:29:08 ‹Jamie› The fascination with reappropriating city spaces for games... do we feel that alienated by our outer environment that "playing" there is a forbidden pleasure?
14/01/2009 19:29:33 ‹Diana› I'm not sure that the space is alienating, but the presence of others looking at you funny definitely is
14/01/2009 19:30:01 ‹Diana› My friends and I used to go sidewalk bowling on campus, but we only did it at night so we wouldn't be yelled at
14/01/2009 19:30:53 ‹Jamie› well that's true... public games are definitely a way to collect Stranger Shock
14/01/2009 19:31:24 ‹Diana› And sometimes official censure
14/01/2009 19:31:49 ‹Al the Yang› Does anyone have a link to that full quote?
14/01/2009 19:32:51 ‹Jamie› so is manhole minigolf a mid-twenties version of boundary testing? "you never told me I COULDN'T do this"
14/01/2009 19:33:15 ‹Diana› It's probably a mix of that and the same joy that comes from things like parkour
14/01/2009 19:33:28 ‹Diana› Finding new ways to use the same, boring spaces we always inhabit
14/01/2009 19:33:29 ‹logan› for a sec i thought you were talking about the roaring 20s
14/01/2009 19:34:25 ‹Diab› I see it as an act of activism
14/01/2009 19:34:38 ‹Diab› recaliming a sanctioned public space
14/01/2009 19:34:52 ‹Diab› reclaiming ^_^
14/01/2009 19:36:31 ‹Diab› in addition to injecting a sense of whimsey to cities where britalist modern architecture dehumanizes and compartmentalizes life
14/01/2009 19:37:09 ‹Diana› I dunno, these days architecture looks more like playground equipment than it does architecture, at least in my mind
14/01/2009 19:38:43 ‹Diab› this is more of a formal approach than an experiential/spatial one
14/01/2009 19:38:45 ‹EvidentManiac› In SimCity 2000, I made a straight grid across atotally flatland, except for one corner that was a pyramid of hydroelectric plants.
14/01/2009 19:39:00 ‹s› i strongly recommend Playing to Win
14/01/2009 19:39:06 ‹s› as well as The Art of Learning by Josh Waitzkin
14/01/2009 19:39:16 ‹s› awesome discussions of creative expression through competitive gaming
14/01/2009 19:41:21 ‹EvidentManiac› Sirlin's book is okay. I'm a big fan of straight up Book of Five Rings...
14/01/2009 19:42:12 ‹s› What is that?
14/01/2009 19:42:20 ‹s› And Sirlin seriously let me down when he talked about starcraft T.T
14/01/2009 19:42:31 ‹EvidentManiac› Miyamoto Musashi's Book of Five Rings
14/01/2009 19:43:11 ‹EvidentManiac› Also. Gamestar would be a fantastic last name for a cartoon character.
14/01/2009 19:43:24 ‹EvidentManiac› "I'm Griffus Gamestar!" *pose*
14/01/2009 19:46:57 ‹Jamie› six schools of gamestar: rules, chaos, storytelling, collecting, action, combat
14/01/2009 19:47:12 ‹Jamie› interesting taxonomy
14/01/2009 19:47:28 ‹EvidentManiac› Flashes of Sims Carnival (which wasn't one of my fave things from last year's GDC...)
14/01/2009 19:49:57 ‹miker› pew pew
14/01/2009 19:50:51 ‹Jamie› NO IT HAS TO BE PATROL
14/01/2009 19:50:57 ‹Diana› I DEMAND CHAOS
14/01/2009 19:51:15 ‹Diab› I second that
14/01/2009 19:51:42 ‹Jamie› we (the imd) are so awesome at yelling at each other
14/01/2009 19:51:52 ‹Jamie› if i was still a third grade teacher we would all be in time out
14/01/2009 19:52:12 ‹Diab› does agreeing with a yell count?
14/01/2009 19:52:19 ‹Diana› what would collective timeout accomplish?
14/01/2009 19:52:41 ‹Diana› I mean, at that point you just transported the situation to another part of the room, and added dunce caps
14/01/2009 19:53:17 ‹Jamie› but the dunce caps do help
14/01/2009 19:53:39 ‹Diana› True. Head-jousting.
14/01/2009 20:02:21 ‹EvidentManiac› new formalism
14/01/2009 20:03:23 ‹EvidentManiac› http://en.wikipedia.org/wiki/Steven_Pinker
14/01/2009 20:06:08 ‹Jamie› so would it be wrong to think of an "age of games" as being about the democratization (and balkanization) of rules?
14/01/2009 20:06:38 ‹Jamie› i.e. you proceed through the world through small, often temporary rule sets?
14/01/2009 20:06:51 ‹Diab› I see it more of a growing trend of violations of those rules
14/01/2009 20:07:03 ‹Diana› Maybe not violation, but learning to bend them or use them to your advantage
14/01/2009 20:07:07 ‹Diana› "game the system" etc.
14/01/2009 20:07:24 ‹Jamie› ok, so it's about understanding how to play AROUND rules
14/01/2009 20:07:30 ‹Diab› either way it's considered a transgression by rulle setters
14/01/2009 20:07:44 ‹Diana› I think so, yes. It's about rules not being sanctified anymore.
14/01/2009 20:07:50 ‹Jamie› so, the mortgage crisis is an early failure of the ludic age?
14/01/2009 20:08:07 ‹Jamie› or the credit crisis, more accurately
14/01/2009 20:08:23 ‹s› hedge funds played around with the idea of creating money out of thin air
14/01/2009 20:08:27 ‹s› didn't work so well T.T
14/01/2009 20:08:32 ‹Diana› Well, I'm not so sure. Was that people bending the rules, or just not following any rules at all?
14/01/2009 20:08:45 ‹Jamie› it was people gaming the system
14/01/2009 20:08:49 ‹Diab› I think in this context ethics of play become important
14/01/2009 20:09:02 ‹Jamie› finding loopholes that existed because of the general assumption that "
14/01/2009 20:09:15 ‹Jamie› "the market will look after its own interests"
14/01/2009 20:09:24 ‹Diana› Well, I think there was also an issue of not all the players knowing they were playing the game
14/01/2009 20:09:25 ‹Diab› considering what the winning conditions are and whether they're conscionable
14/01/2009 20:09:43 ‹Diana› I mean, some people were gaming the system and some were assuming that the rules were absolute
14/01/2009 20:09:48 ‹Diana› That will break any game
14/01/2009 20:09:51 ‹Jamie› true on both counts
14/01/2009 20:10:01 ‹Diab› It's interesting to note that role of rules in shaping norms as well
14/01/2009 20:10:20 ‹Diab› norms being the lubricant of social interaction
14/01/2009 20:10:30 ‹Diana› Also the violation of them
14/01/2009 20:10:42 ‹Diana› I mean, teenage rebellion is all about conforming by collectively breaking the adults' rules
14/01/2009 20:10:52 ‹Diana› And therefore developing your own new set of rules
14/01/2009 20:11:34 ‹Diab› I see it as a way of meaning forming
14/01/2009 20:11:45 ‹Diab› actions with consequences
14/01/2009 20:12:09 ‹Bill› I keep wondering: what is the difference between play and work?
14/01/2009 20:12:28 ‹EvidentManiac› For me, work is play.
14/01/2009 20:12:34 ‹miker› each is what keeps you from doing the other
14/01/2009 20:12:41 ‹Diana› Well put
14/01/2009 20:12:43 ‹Diab› it's socially contructed I think
14/01/2009 20:12:52 ‹Bill› ^_^
14/01/2009 20:12:59 ‹Diab› one i sconsidered worhtwhile while the other is a passtime
14/01/2009 20:13:07 ‹Jamie› If you are being asked to do it, it's work
14/01/2009 20:13:11 ‹miker› no, seriously, it all comes down to bolas' famous hats
14/01/2009 20:13:30 ‹Diab› in a game you're also asked to fullfil a task
14/01/2009 20:13:33 ‹logan› work has consequences outside the "magic circle"
14/01/2009 20:13:51 ‹Diana› I dunno. I avoid games like WoW precisely because they are too close to "work" for me.
14/01/2009 20:13:56 ‹Diana› So are they play, or are they work?
14/01/2009 20:13:59 ‹Jamie› don't get me started on the magic circle
14/01/2009 20:13:59 ‹logan› as do i
14/01/2009 20:14:13 ‹Cynthia› I believe the phrase is "no pain, no gain". >_>
14/01/2009 20:14:14 ‹logan› well i've heard ppl accuse WoW of being more addicting than fun
14/01/2009 20:14:16 ‹logan› which i would agree w/
14/01/2009 20:14:22 ‹EvidentManiac› My Puyo Puyo and Puzzle Fighter ability has far reaching consequences in the real world...
14/01/2009 20:14:27 ‹Diab› I think for the time being one of them pays the bills
14/01/2009 20:14:37 ‹Diana› Cynthia, depends on what you mean by gain ^_^
14/01/2009 20:15:27 ‹Cynthia› We could go on for ages about whether getting something, however meaningless in some contexts, is more or less rewarding when you "really have to work for it". :x
14/01/2009 20:15:33 ‹Diab› hence the 'for the time being'
14/01/2009 20:16:49 ‹Diana› Well I think that's it exactly. It's not about whether it's rewarding or not, because clearly it is. But as you say, it IS work.
14/01/2009 20:16:59 ‹Diana› So the question I would ask is, has it stopped being play then?
14/01/2009 20:17:32 ‹Diana› When it's no longer idly fun, but really intent and hard and purposeful, I'm not sure you're playing anymore
14/01/2009 20:17:38 ‹Al the Yang› I think that's the key point here, is when the line between work and play is crossed for someone in a game like WoW.
14/01/2009 20:18:15 ‹Diab› labor of love?
14/01/2009 20:19:02 ‹Jamie› if players were producing something tangible (and let's say positive) through their time in WoW, but didn't know it, would the hours they spent still be play?
14/01/2009 20:19:26 ‹logan› WoW should have a protein folding minigame
14/01/2009 20:19:41 ‹Diana› Sure. I mean, children can be taught skills, colors, all kinds of things, through play. And it's still play, even if there is also a tangible benefit.
14/01/2009 20:19:49 ‹Cynthia› There's an add-on that puts Bejeweled in WoW, I believe. I am not joking.
14/01/2009 20:19:59 ‹Diab› lol
14/01/2009 20:20:09 ‹Jamie› well that makes sense if you just think of WoW as a chatroom
14/01/2009 20:20:13 ‹logan› there is, i remember the level 70s kids here were pretty psyched about it
14/01/2009 20:20:18 ‹Jamie› which i think a fair % of peole do
14/01/2009 20:20:19 ‹Al the Yang› I think the experience would be the most positive thing produced while playing all games.
14/01/2009 20:21:12 ‹Cynthia› I think I will have hit an all time low if I ever picked up that add-on. XP (http://www.popcap.com/promos/wow/)
14/01/2009 20:21:27 ‹Cynthia› (oh good, scraper didn't take.)
14/01/2009 20:21:43 ‹Bill› My cooking is always an evocative knowledge object.
14/01/2009 20:21:52 ‹Al the Yang› Nice
14/01/2009 20:22:08 ‹Diana› I actually turned in food as an EKO in Bolas' class once.
14/01/2009 20:22:10 ‹EvidentManiac› Some people have quantum strangeness. Others the holy trinity. Eric has the relationship between rules and play.
14/01/2009 20:22:16 ‹Al the Yang› Yeah Browines.
14/01/2009 20:22:16 ‹Bill› Poker worker?
14/01/2009 20:22:27 ‹Diana› lol No, cupcakes.
14/01/2009 20:22:30 ‹Al the Yang› Oh
14/01/2009 20:22:42 ‹Jamie› That was the tastiest EKO ever
14/01/2009 20:22:46 ‹Al the Yang› Cupcakes are delicious too.
14/01/2009 20:27:12 ‹Dread› END

Comments

There is a very interesting video about addiction to games towards the end of David Perry's TED talk about the evolution of game graphics (which EricZ referenced)
http://www.ted.com/index.php/talks/david_perry_on_videogames.html

Do you know more specifically where? I watched it, and most of it comprised of videos.

From 10:06 -> 18:38
"I'm a video game addict and this is my story."
a film by Michael Highland

Backchannel log posted.

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