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I posted a link to this page on the SpyParty blog, which support comments, so you can head over there if you have something to say about the talk. SpyParty - SpyParty is a competitive espionage game about human behavior, performance, perception, and deception. Welp, the web service I was using for the slide syncing died, so I'll have to redo it on youtube I guess.Īlso, Tom Curtis was there and wrote about the lecture at Gamasutra. Here are the synced audio and slides, with 40 minutes of Q&A at the end:
#Spyparty like party game website game manual
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The Great Train Robbery 2: This Time With Kids!)
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I claimed games are at about 1905 in terms of the history of film, making anologies between current games and deep and important works like The Misadventure of a French Gentleman Without Pants at the Zandvoort Beach and The Little Train Robbery (aka.I talked about Metrics Fetishism again since this was a Design talk, it seemed appropriate.I went over three kinds of user tests, depth testing, kleenex testing, and focus testing, and how you should never do the last one of those.I mentioned how Valve doesn't hire single-discipline designers for this reason. I talked about the basic design → build → test loop, and how I don't think you can separate out the design and build steps if you're making something deep and new and (especially) interactive.The talk was a mix of general design stuff, game design stuff, and SpyParty design stuff. It was for the UC Berkeley School of Information's Design Futures Lecture Series, and I was invited by the excellent Elizabeth Goodman. I gave a talk at UC Berkeley called Design, Games, & Game Design (feat.