[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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