[game_edu] Ian Bogost on NPR

Steve Swink sswink at flashbangstudios.com
Tue Apr 15 12:14:45 EDT 2008


And, whoops, meant that to be off-list. Apologies for the spam.

On Tue, Apr 15, 2008 at 9:14 AM, Steve Swink <sswink at flashbangstudios.com>
wrote:


> Hey, thanks for kicking butt! My favorite was Colbert Report. You came

> off as completely unflappable and managed to make some fantastic points,

> which is better than 90% of guests. I thought your appearance was better

> than Will Wright's, if we're being honest :).

>

> I meant to drop you an email after MIGS and say thanks for the advice on

> writing. It helped immensely. I'm still laboring under the delusion that

> I'll have "that day" some day, but I've been vastly more productive.

> Sometimes little comments like that can be a great boon. So, yeah, thanks

> again.

>

>

> -Steve

>

> On Tue, Apr 15, 2008 at 6:56 AM, Ian Bogost <digra at bogost.com> wrote:

>

> > Hey, thanks Steve, Tim. Much appreciated.

> > Ian

> >

> > On Apr 14, 2008, at 9:17 PM, Steve Swink wrote:

> >

> > Just heard the broadcast. Go Ian and go Heather! I made an ass of

> > myself once by trying to tell Ian that he's my favorite public

> > representative of the industry :). He comes across as articulate,

> > intelligent, and unashamed in all his public appearances, which is what we

> > desperately need.

> >

> > As for the topic: the change is coming. It's painfully gradual at the

> > moment, but things are happening, especially with the smaller indie

> > "artgames" like Jason Roher's games, Rod Humbles works, things like this.

> > It's a little frustrating that larger games that have a great potential for

> > expression skirt the issue but, hey, when more people want games to tackle

> > larger issues, they will begin to do so. Part of it is just a lack of

> > vocabulary. Expressing things through complex systems is complex and it

> > hasn't been done intentionally very often. I thought Call of Duty 4 made a

> > few stabs in that direction. I have high hopes for Far Cry 2, based on the

> > way that Clint Hocking speaks about design. I wish games like Civ would

> > grab some of their opportunities by the scruff and ride them out.

> >

> > -Steve

> >

> > On Mon, Apr 14, 2008 at 6:03 PM, Tim Langdell <langdell at gmail.com>

> > wrote:

> >

> > > Not sure how many others heard it, but Ian was on an NPR piece this

> > > afternoon broadcast here in Los Angeles talking about the game industry not

> > > takling current issues unlike television and movies. Excellent stuff, Ian.

> > > Did anyone else hear this or have any thoughts on the topic?

> >

> >

> > _______________________________________________

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> > game_edu at igda.org

> > http://seven.pairlist.net/mailman/listinfo/game_edu

> >

> >

>

>

> --

> ______________________________________

>

> Steve Swink

>

> Game Designer, Flashbang Studios

> 209 E. Baseline Suite 201 Tempe, AZ 85283

>

> (480) 393-0885, Phone | (480) 626-5992, Fax

> (480) 353-6763, Mobile

>

> www.flashbangstudios.com

> www.steveswink.com

>




--
______________________________________

Steve Swink

Game Designer, Flashbang Studios
209 E. Baseline Suite 201 Tempe, AZ 85283

(480) 393-0885, Phone | (480) 626-5992, Fax
(480) 353-6763, Mobile

www.flashbangstudios.com
www.steveswink.com
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