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	<title>Shambling Rambling Babbling &#187; (dis)continutity</title>
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	<link>http://www.caseyodonnell.org/blog</link>
	<description>This is a random collection of thoughts or notes that I've decided to collect here. Continuity is not my friend.</description>
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		<title>GDC09: Post-McGonigal Reflections and Graduate Students</title>
		<link>http://www.caseyodonnell.org/blog/2009/03/28/gdc09-post-mcgonigal-reflections-and-graduate-students/</link>
		<comments>http://www.caseyodonnell.org/blog/2009/03/28/gdc09-post-mcgonigal-reflections-and-graduate-students/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 19:40:20 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[GDC09]]></category>
		<category><![CDATA[IGDA Edu Sig]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=152</guid>
		<description><![CDATA[Jordan Lynn, my graduate student and IGDA GDC Scholarship recipient, and I were chatting after todays sessions. I had just come from Jane McGonigal&#8217;s GDC Education Summit keynote, where a question that Celia Pearce asked had stuck with me. That question was, why haven&#8217;t developers made revolutionary designs that challenge, change, and shift human experience towards <a href='http://www.caseyodonnell.org/blog/2009/03/28/gdc09-post-mcgonigal-reflections-and-graduate-students/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://jordanlynnresearch.blogspot.com/" target="_blank">Jordan Lynn</a>, my graduate student and <a href="http://www.gamasutra.com/news/student_slash_education/?story=22344" target="_blank">IGDA GDC Scholarship recipient</a>, and I were chatting after todays sessions. I had just come from Jane McGonigal&#8217;s GDC Education Summit keynote, where a question that Celia Pearce asked had stuck with me. That question was, why haven&#8217;t developers made revolutionary designs that challenge, change, and shift human experience towards happiness? This is a 30 year old industry that is only now beginning to find its revolutionary and humanist side. What took so long if we are so cool?</p>
<p>Jordan suggested, and it seemed to strike a chord, that the 30 year lag has something to do with that a generation of gamers are only now reaching points in their lives that they are capable of making games and have a drive or desire to change the world. There is certainly something to that argument. But even children&#8217;s books seek to change the world, so I only buy that half way. The other piece of this might be that because, at least traditionally, games require a fair number of people to make, that this can shift significantly the messages trying to be delivered. I don&#8217;t doubt that, but that hasn&#8217;t stopped Hollywood. So, I think the question still does stand, where are the Mark Twains of videogames?</p>
<p><span id="more-152"></span></p>
<p>More stuff&#8230;</p>
<div id="__ss_1178684" style="width: 425px; text-align: center;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="Learning to Make Your Own Reality  - IGDA Education Keynote 2009" href="http://www.slideshare.net/avantgame/learning-to-make-your-own-reality-igda-education-keynote-2009?type=powerpoint">Learning to Make Your Own Reality  &#8211; IGDA Education Keynote 2009</a><object width="425" height="355" data="http://static.slideshare.net/swf/ssplayer2.swf?doc=mcgonigaligdaeducationkeynotegdc2009-090321162002-phpapp01&amp;stripped_title=learning-to-make-your-own-reality-igda-education-keynote-2009" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=mcgonigaligdaeducationkeynotegdc2009-090321162002-phpapp01&amp;stripped_title=learning-to-make-your-own-reality-igda-education-keynote-2009" /><param name="allowfullscreen" value="true" /></object>  </p>
<div style="font-size: 11px; font-family: tahoma, arial; height: 26px; padding-top: 2px; text-align: center;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/avantgame">avantgame</a>.</div>
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		<title>GDC09: Pitching myAIG</title>
		<link>http://www.caseyodonnell.org/blog/2009/03/28/gdc09-pitching-myaig/</link>
		<comments>http://www.caseyodonnell.org/blog/2009/03/28/gdc09-pitching-myaig/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 19:32:29 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[Game Design Challenge]]></category>
		<category><![CDATA[GDC09]]></category>
		<category><![CDATA[IGDA]]></category>
		<category><![CDATA[IGDA Edu Sig]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=148</guid>
		<description><![CDATA[GDC 2009 started off with a bang for me at the IGDA Education Summit&#8217;s Game Design Improv with Brenda Brathwaite at the helm and Ian Schreiber and Charles Shami backing her up on the floor. For two hours I had the opportunity to swap places with what I usually force my students to do, design <a href='http://www.caseyodonnell.org/blog/2009/03/28/gdc09-pitching-myaig/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>GDC 2009 started off with a bang for me at the IGDA Education Summit&#8217;s Game Design Improv with Brenda Brathwaite at the helm and Ian Schreiber and Charles Shami backing her up on the floor. For two hours I had the opportunity to swap places with what I usually force my students to do, design games. It was an absolute delight. &#8220;Table 6&#8243; as we became labeled at some point during the day designed two games together before the round of firing and hiring which shook up our studio tables managed to come up with several gems. Malcolm Ryan, Baozheng Wang, Morgan Calhoon, Apar Maniar, Peter Juhl, Eku Wand, and Roane Beard were part of what became the myAIG pitch.</p>
<p><span id="more-148"></span></p>
<p>Of course this started somewhere, right? There were 6 &#8220;Bad&#8221; IPs and 6 &#8220;Good&#8221; IPs listed on a sheet at the front of the room, and tables rolled dice to determine who would design for which IP holder. I did manage to get Tyson Chicken onto the list of &#8220;bad&#8221; IPs, though I think difficult is a better description. The group with Tyson did manage to do some impressive design work. But, back to AIG. AIG was placed on the list of &#8220;bad&#8221; IPs for several reasons. This is what we managed to roll. Of course, we could have lampooned AIG, but that wasn&#8217;t the point. The point was to consider a difficult IP like AIG and create a game that they would actually want to be made. Out of this came myAIG and the myAIG Lifestyle. I&#8217;ll post scanned images of the documents we created and as much of the pitch I can recall next week.</p>
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