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	<title>Leigh Alexander &#187; Events</title>
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	<link>http://leighalexander.net</link>
	<description>on the art, culture &#38; business of interactive entertainment, social media and stuff</description>
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		<title>PRACTICE Makes Perfect</title>
		<link>http://leighalexander.net/practice-makes-perfect/</link>
		<comments>http://leighalexander.net/practice-makes-perfect/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 22:08:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[My Articles]]></category>
		<category><![CDATA[Social]]></category>

		<guid isPermaLink="false">http://leighalexander.net/practice-makes-perfect/</guid>
		<description><![CDATA[I had a whole Silent Hill tribute post planned for Halloween, but I&#8217;ve been too busy. I went to GDC Online with Gamasutra &#8212; and I also spoke at the Game Narrative Summit with friends Chris Dahlen, Kirk Hamilton, N&#8217;Gai Croal, John Davison and Ben Fritz (Kirk wrote about our panel and shared his slides). [&#8230;]]]></description>
				<content:encoded><![CDATA[<div>I had a whole <i>Silent Hill</i> tribute post planned for Halloween, but I&#8217;ve been too busy. I <a href="http://www.gamasutra.com/news/gdc-online/">went to GDC Online with Gamasutra</a> &#8212; and I also spoke at the Game Narrative Summit with friends Chris Dahlen, Kirk Hamilton, N&#8217;Gai Croal, John Davison and Ben Fritz (Kirk wrote about our panel and <a href="http://kotaku.com/5852844/why-i-talked-about-chickens-to-a-room-full-of-game-developers/gallery/1">shared his slides</a>).</div>
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<div>Right back from GDC Online, I had my <a href="https://plus.google.com/109116489830603024343/posts?hl=en">gigantic 1990s-themed birthday party</a> (feat. <a href="http://www.google.com/url?sa=t&#038;rct=j&#038;q=ava%20luna&#038;source=web&#038;cd=2&#038;ved=0CDcQFjAB&#038;url=http%3A%2F%2Favaluna.bandcamp.com%2F&#038;ei=8B2vTrG3Nsrt0gGX0pCeAQ&#038;usg=AFQjCNH2K7uJ_PImsWSFY5dIwvcp2-ShLQ">Ava Luna</a>, <a href="http://www.google.com/url?sa=t&#038;rct=j&#038;q=radical%20dads%20bandcamp&#038;source=web&#038;cd=1&#038;ved=0CB0QFjAA&#038;url=http%3A%2F%2Fradicaldads.bandcamp.com%2F&#038;ei=AR6vTrnDH6nf0QG3jPHSAQ&#038;usg=AFQjCNGq9xtp4IrCVHhLgQHZcKU8iKOajA">Radical Dads</a>, <a href="http://eula.bandcamp.com/">EULA</a>, <a href="http://ovlov.bandcamp.com/">Ovlov</a> and <a href="http://casiorossi.com/">Casiorossi</a>, check &#8216;em!) <i>Then</i> <a href="http://www.cmj.com/marathon/">it was CMJ week</a>, and <i>then the </i>Halloween parties began.</div>
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<div>I went as <a href="http://yfrog.com/nt10859627j">Laura Palmer</a> &#8212; what about you? Also over this past weekend was the fascinating inaugural PRACTICE game design conference at New York University&#8217;s Game Center. Eric Zimmerman and Frank Lantz explain what it&#8217;s all about <a href="http://gamasutra.com/view/news/37620/InDepth_The_Nature_And_Purpose_Of_PRACTICE_At_NYU.php">here</a>, and I attended some great talks as well!</div>
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<div>PopCap&#8217;s Scott Jon Siegel <a href="http://gamasutra.com/view/news/38200/PRACTICE_Social_Game_Design_Needs_More_Prototyping.php">spoke about the need for more prototyping</a> specifically in the arena of social games. In a recent column of mine that EDGE published (in the print edition; it won&#8217;t be online until later), I compared the design methods used by popular Zynga games &#8212; and the player behavior they incite &#8212; to the methodology of drug pushers and the behavior of the addicted. I also wrote not too long ago about <a href="http://www.gamasutra.com/view/news/36252/Analysis_AntiSocial_Game_Design_And_The_Sims_Social.php">how disappointed I was</a> to see some of these methodologies adopted by <i>The Sims Social. </i>
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<div>Scott told me on Twitter he was disappointed that folks like me seem to be throwing out his entire industry with the bathwater, but while I&#8217;ve gone after specific examples, design forms and business models with my fists up, I actually do believe there&#8217;s potential to do special things with this new frontier and don&#8217;t wish to dismiss that. </div>
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<div>Last week <a href="http://gamasutra.com/view/news/38110/Raph_Koster_Talks_Loss_Opportunity_For_Games_In_The_Social_Media_Age.php">I talked to online game veteran Raph Koster</a>, who said that while he feels a sense of loss as games evolve into the social mainstream, he&#8217;s also excited by the unprecedented opportunity to reach so many people with our love for games. I share Raph&#8217;s feeling of loss, but I also share his enthusiasm for the possibilities the social space can doubtless attain when the right people are working in it for the right reasons.</div>
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<div>Long story short, Scott Jon Siegel is one of those good guys, and he believes that more prototyping &#8212; the experimental rapid sort that is core to process in traditional design &#8212; can help address a lot of the risk aversion and idea-cloning that slows genre emergence and innovation in the social space, and that&#8217;s a great idea!</div>
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<div>Speaking of game design, Harmonix&#8217;s Matt Boch <a href="http://gamasutra.com/view/news/38204/PRACTICE_Inside_Dance_Centrals_Prototyping_Process.php">took us inside <i>Dance Central</i>&#8216;s prototyping process</a>. The part I wish I&#8217;d written down verbatim was when he mentioned the way the game doesn&#8217;t legislate gender in dance performance (&#8220;gender <i>is </i>performance,&#8221; he said), and showed a video of how a man and a woman could interpret the same feminine, sexy song in their own ways and still succeed in the game. </div>
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<div>In other good talks, we had Steve Gaynor on how <a href="http://gamasutra.com/view/news/38201/PRACTICE_Irrationals_Gaynor_On_Better_Storytelling_Player_Freedom_Through_Gating.php">the design of progression gates</a> can lead to both better storytelling and more interesting use of space, and there was a fascinating, rapid-fire debate among Manveer Heir, Chris Hecker and Nick Fortugno <a href="http://www.gamasutra.com/view/news/37962/PRACTICE_Do_Designers_Need_To_Be_Programmers.php">about the extent to which the ability to program is &#8212; or isn&#8217;t &#8212; essential to the game designer&#8217;s role</a>.</div>
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<div>PRACTICE was such a good time, and is heartening evidence of the fact that we&#8217;re starting to collect a cohesive, diverse and wonderful game design hub in New York City! I mean, look at <a href="http://www.youtube.com/watch?v=w0ERL20lr1U&#038;feature=youtu.be">this awesome segment on games as art that was shot by PBS</a> &#8212; everyone in it is a New Yorker (I&#8217;m in it, too)!</div>
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<div>Kotaku&#8217;s Stephen Totilo was also at PRACTICE, and he wrote about <a href="http://kotaku.com/5854819/he-asked-about-misogyny-in-street-fighter-and-the-games-caretakers-didnt-dodge">the surprising and interesting discussion</a> that emerged when Seth Killian and Arturo Sanchez were asked about sexism in the <i>Street Fighter</i> community.</div>
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<div>I also <a href="http://kotaku.com/5854826/im-tired-of-being-a-woman-in-games-im-a-person">wrote about sexism at Kotaku today</a>, but I&#8217;m going to save the discussion for its own post. Stay tuned! </div>
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		<title>All Work, A Little Play</title>
		<link>http://leighalexander.net/all-work-a-little-play/</link>
		<comments>http://leighalexander.net/all-work-a-little-play/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 16:10:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Motion Control]]></category>
		<category><![CDATA[My Articles]]></category>
		<category><![CDATA[Persona 3]]></category>

		<guid isPermaLink="false">http://leighalexander.net/all-work-a-little-play/</guid>
		<description><![CDATA[At Gamasutra we&#8217;ve been so busy with coverage of GDC Europe and GamesCom that I&#8217;ve hardly had time to eat, let alone blog! But if you&#8217;re at all interested in what game designers did in Europe all last week, we&#8217;ve got lots of coverage for you, so check out: my interview with Mattias Myllyrinne and [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>At Gamasutra we&#8217;ve been so busy with coverage of GDC Europe and GamesCom that I&#8217;ve hardly had time to eat, let alone blog! But if you&#8217;re at all interested in what game designers did in Europe all last week, we&#8217;ve got lots of coverage for you, so check out: <a href="http://www.gamasutra.com/view/news/29836/Interview_As_GDC_Europe_Kicks_Off_Myllyrinne_Yerli_Talk_European_Industry.php">my interview with Mattias Myllyrinne and Avni Yerli on the Euro scene</a>, plus our <a href="http://www.gamasutra.com/view/news/29942/GDC_Europe_Completes_First_Day_With_Spector_Tencent_Keynotes.php">Day 1,</a> and <a href="http://www.gamasutra.com/view/news/29976/GDC_Europe_Wraps_Day_2_With_Hulst_Hubertz_As_Kapalka_Helps_Kick_Off_Day_3.php">Day 2-3</a>  roundups for everything you need.</p>
<p>I&#8217;ve been doing a lot of interviews and things myself, lately. I <a href="http://www.gamasutra.com/view/news/29970/Interview_Crystal_Dynamics_Talks_Laras_Trip_To_Digital_Platforms.php">just talked to Crystal Dynamics&#8217; GM Darrell Gallagher about <span>Lara Croft and the Guardian of Light</span></a>, the new co-op game for downloadable platforms (there&#8217;s a full, AI-less single-player mode, too). This game is extremely rad. Studio obviously knows what it&#8217;s doing in that space &#8212; and that&#8217;s not really a facile observation to make in emerging markets, even for a studio with that pedigree. For their first outing of a major IP on downloadable, I think they knocked it out of the park.</p>
<p>Another thing we&#8217;ve published lately worth noticing is that a number of the prominent indies whose games you love would like you &#8212; well, &#8220;us&#8221;, really, the critics &#8212; to stop weighing a game on how long it is or isn&#8217;t, and instead to look at it as a holistic experience. It is understandable that consumers are concerned about &#8220;value per dollar&#8221;, but why is value being measured in minutes? I&#8217;ve gotta say, I&#8217;m very much behind their sentiments, so you should <a href="http://www.gamasutra.com/view/news/29943/Judging_Games_On_Length_Indies_Declare_Size_Doesnt_Matter_Day.php">read this editorial </a>from Klei&#8217;s Jamie Cheng and the numerous essays published simultaneously from other devs linked in the piece.</p>
<p>Terminal Reality seems to have come out of nowhere as a powerhouse on the game engine scene. It&#8217;s the <span>Ghostbusters</span> engine, and it&#8217;s only been publicly available for licensing since then &#8212; but they already have some 25 games in development on the Infernal Engine.  VP Joe Kreiner explains to me how they quietly ramped up, and tells me they have a Kinect project in house. <a href="http://www.gamasutra.com/view/news/29894/Interview_Terminal_Realitys_Kreiner_Talks_Infernal_Engine_Kinect.php">I think I have a good idea what it is.</a></p>
<p>Despite the <span>Madden</span> series being one of my #<a href="http://twitter.com/#search?q=%23videogameblindspots">videogameblindspots</a>, I am weirdly fascinated with the annual development of the product. Maybe<a href="http://www.gamasutra.com/view/news/29801/Interview_Madden_EP_Strauser_On_How_The_Franchise_Stays_Fresh.php"> this interview I did with the EP</a> will shed some light on how deceptively complex it is.</p>
<p>My goodness, how could I forget &#8212; I was here at the New York City event when Irrational showed off the new <span>BioShock</span> game, <span>BioShock Infinite</span>. I heard a lot of &#8220;why call it BioShock if there&#8217;s no Rapture&#8221; muttering from the internet, but hopefully my <a href="http://www.gamasutra.com/view/news/29872/Interview_Irrational_Games_Leaves_The_Sea_For_The_Sky_With_BioShock_Infinite.php">event coverage and interview with the art director</a> will help answer that question. And maybe it&#8217;ll even make you as psyched for the game as I am!</p>
<p>This is just a little bit of what&#8217;s been keeping my colleagues and I running lately. With so much work going on, I&#8217;ve gotta play a little, right? Oftentimes, a lot of the ways I have fun look a lot like work, but hey.</p>
<p>Here&#8217;s <a href="http://www.latimes.com/entertainment/news/la-ca-babycastles-20100815,0,1355640.story">an LA Times article I just wrote about Babycastles</a>, the fantastic indie arcade some friends of mine are setting up in the basement of a community space where I love to hang out. It&#8217;s so cool seeing an indie game scene here merging with the music scene. I wish you could all check it out for yourselves, but until then, read the piece, willya?</p>
<p>Finally, I am weirding out the lovely literate community at <a href="http://thoughtcatalog.com/">Thought Catalog</a> with a proud chronology of my gaming history; these are <a href="http://thoughtcatalog.com/2010/video-games-atari-macintosh-pc-computer/">some personal memories of every game console I&#8217;ve ever owned</a> &#8212; part one of four (it&#8217;s a long chronology!) Pass it &#8217;round if you are into it. I&#8217;m really fond of Thought Catalog and read it for fun, and you should check it out too.</p>
<p>Oh, yeah. And still lots and lots of <span>Persona 3 Portable</span>. In general I think <span>P3</span> is a much weaker game than <span>P4</span>; halfway through, it tends to take major shortcuts on narrative trajectories that it previously explored in-depth; whereas getting to know your housemates and discovering Fuuka early on were fairly fleshed plotlines, later on it just seems to start throwing party members at you. I loved the way that in <span>P4</span>, every character had their own individual story; <span>P3</span>&#8216;s more like &#8220;okay, I said what you wanted, S. Link level up!&#8221; I guess preference for either installment depends more on whether it&#8217;s atmosphere or individuals that motivate you as a player.</p>
<p><span><br /></span><span>[Today&#8217;s Good Song: &#8216;<a href="http://hypem.com/track/1181943/Amen+Dunes+-+Murder+Dull+Mind">Murder Dull Mind</a>&#8216;, Amen Dunes&#8217;]</span></p>
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