Hi Dave!
Glen, Nagle, and I just watched
Jon Blow’s talk through a slightly massaged iteration of
Something about Cinematic Reality. We had three laptops in addition to a shared projection, and as you can see we generated an intense heat-map of response through the 75min talk:
You’ll note a few layout tweaks:
— the video is closer to fullscreen;
— the “state” buttons have been replaced with radio buttons;
— “solo” mode is clearly indicated with red background
Another addition—every keypress is propagated to every user (and the master), so you can watch someone typing:
Interesting consequences of realtime typing showing up globally:
— conversations are possible without disrupting “the moment”;
— text is only visible while it’s being typed, so delays allow for communication;
I also printed out a receipt of all the annotations. Here’s Glen with the first version:
…and then, a version of the receipt with film stills for the annotations
Below the fold, the notes themselves[1].
Lots more ideas. Glen and I just scrawled some far-out remote-collaboration possibilities involving webcam faces moving around as mouse cursors and mixing audio levels based on proximity. To be developed. Dave: let me know if/where/when we should meet again this week!
Your correspondent,
R.M.O.
[1] …though the YT time-links are always disappointing. And they seem to not work in Safari (?!)
00:00:43work not well spent00:01:21prototype first level00:01:27only 8 or 9 days!! so interesting that the core concept then took 3(?) years to mature00:02:35dizzying not just b/c of camera00:02:50hypnotic00:02:51dies in his own game00:05:02leap of faith level00:05:37major elements of the puzzle are on the sc00:07:23automatically moving elements as part of timing puzzles00:08:03here's another same idea00:08:52"t=y"00:10:063yrs of dev the only difference from prototypes00:11:35"launch the player directly into the game"00:11:41portrait of what the game feels like00:12:12most complicated level by far (the 1st)00:12:36"the only example of cheating in braid"00:12:46level editor view00:12:46braid music makes his talking so much more dramatic00:13:33these narrative elements never really worked for me as a player. i wonder why...00:13:57don't want the player to fight the game00:14:24"beginnings are the most delicate of times"00:16:15collect puzzle piece, intrinsically motivating00:16:52jumping through the bottom of platforms stuck with me when I watched this before00:18:02"game mechanical reasons"00:18:47foreground / background in divergent palettes00:18:59close palettes between fg and bg --> tone of comfort00:20:27"it works well and that's why people keep doing it"00:20:48this part confused me a lot00:21:18conflict between nonlinearity and confusion00:23:13I did that.00:23:20this took me like an hour00:25:29tough puzzle00:26:2500:26:551st world as tutorial00:27:0300:28:47simple -> fundamental ("Aha!")00:29:01puzzles pared down to essentials00:32:18clear here that jon is still learning his aesthetic00:32:38how so?00:32:51he didn't understand that the power was in simplicity for him00:32:5500:33:11you mean in development, not in this talk00:33:20? 00:33:38it's clear that by making this game he understands what he cares about in games much more clearly00:34:00right00:34:42everything is a visualization00:35:47the rabbits were intense00:35:58yeah00:36:13the sounds are so different than classical music intro00:36:25the sounds are much more "gamey", as are the idea of rabbits chasing you00:36:48also sounds more horrorshow00:39:00out of depth == not aware of history?00:39:38i really liked the infinite life part of braid00:40:02infinite life --00:40:07inf. life --> challenging not punishing00:41:51interesting for a game to embed its antithesis00:42:06?00:42:11the thing that makes braid braid is not really here00:42:34word00:42:36ie. restarting the level should never be needed in braid00:43:50again music drama ("incomplete" w/string music)00:44:05why is this level essential?00:44:11the don't rewind mechanic?00:44:18because it's a consequence of the game's basic rules, something interesting that happens00:44:40oh he wasnt talking about the dont restart part00:44:48hes talking about this part down here as crucial00:44:57right00:48:39"uniqueness of icons" (oxymoron?)00:48:58"handcrafted" aesthetic00:49:12"real" aesthetic, world is complicated00:49:39?00:49:47oh. i get what you mean00:49:59"most electronic" -- eqn of "classical" w/"good" music00:50:25"reprises"00:51:5000:51:55serendipity turned to use00:52:18\i thought the music box fit so well here00:53:56he seems very sensitive to forums (and anti testing?)00:54:04"obvious"00:54:19"natural outcome of the rules of time"00:54:26i felt like i got slapped00:55:03i thought this reprisal was really fun00:57:31this is self-indulgent00:57:40somehow i solved these puzzles but had like 1/100th the understanding00:58:18"maximal pleasingness" (not only aesthetic decision)00:58:30i thought it sounded cool! remiiiiiiix00:58:42chopped and screwed version00:59:39would be cool to know when he became inspired by QM -00:59:51pre-dev or during-dev?01:01:30"hard time deadline" (ironic)01:02:18i played this world with a friend01:02:23i found it crazy hard to think about systematically01:03:41this world felt like a huge cognitive leap to me01:03:50was there an intermediate space to explore first?01:04:14I think a little01:04:23it does seem like a distinct idea. i don't know how it could have been bridged...01:05:31super hard01:05:36what just happened01:05:47he seems to be very interested in the idea of insight01:05:54once you know it, it's clear01:06:01exactly, this game is /about/ insight01:06:14this whole ring mechanic intimidated the shit out of me01:06:26how so?01:06:30i think the last world already seemed really hard to reason about01:06:41i saw this and was like wtf?01:07:08maybe not enough rehearsal / too fast a ramp?01:07:18i loved how challenging it was but also remember feeling unpleasantly confused01:07:33I think that was intentional. music cue is key01:08:21"complexity was worth something" @ this pt01:08:35ie minimalism as a learning device *for* this01:09:38remiiiix01:10:25this puzzle was super hard for me01:10:37the memory of puzzles is amazing01:10:43i played this 2? 3? years ago?01:11:01this is exactly why this ring shit intimidated me01:11:08the sense that it was gonna be mega fiddly01:11:42speed run as not just another gamey thing to do01:15:11"pattern breaks"01:15:56paused game by setting time for character to 001:21:56skinner01:22:02skinner seems not his MO01:22:49which game does he mean?01:23:09dunno01:25:50purely emotional reasons for some elements at the end