They looked friendly enough--at least, no one had fruit ready to throw at usIt was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations
After our "high energy" presentation, the questions were even strangerSomeone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted pointsIan made the point, and I agreed, that doing the research for this panel made us think differently about academic researchWhile I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developersAnd there are huge gaps in what we don't knowWhere is the research about sports games, to take just one example? Anyway, the point is, I enjoyed the exercise, and learned a lot from itI hope the audience did as well
But overall, I like to think that the attendance demonstrates that developers are interested in what academics might be able to tell them (again I will point out: no fruit was thrown)And all week, I talked with developers who were interested in what was going on with research, from the smallest to the largest companiesMaybe the issue is the "larger" communityIt's always easy to abstract and oversimplify at that levelBut I know that on an individual level, there are real conversations and collaborations going onI don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to beBut then again, I haven't gotte my evals back yet.No doubt Cheap SWG Credits is the best choice, for spending less gain moreTrust the effect of us as well as to show you excellent feelingBuy SWG Credits keep you wellIn this case a TreeMapWe have huge quantity of SWG Credits for sale!
Here is just one quick example of this kind of disposition in action: Billmonk, which Constance posted about hereThe site promises to help you keep track of your obligations throughout your social network precisely (using any of a number of imaginable currencies)It is double-entry bookeeping for your friendships, and thereby prompts you to conceive of these obligations in exact termsThis is a perfect example of a code-based solution to a code-defined problem: People's moral obligations are essentially precise and monetary, and they therefore need a precise tool to manage them(And this approach is not just applied externally; within software companies one frequently sees similar efforts to address organizational issues with precise and enumerated systems that can be, above all, measured.) Heather Kelly, one of the developers on a panel on Monday asked a great question about game development that she hoped researchers could help answer: Why does money trump everything? The answer lies in the remarkably good 'fit' between the market and code, and in the existence of a lot of well-trained people who can find ways to exploit itThe real issue is stealth itself.
These are pretty fundamental problems, but they also explain why stealth powers are often popular and desired in gamesOnce this particular design genie is out of the bottle, a MMOG developer really has only two choices: make stealth effective or nerf it into irrelevanceIf it's in the game, it has to allow you to have the tactical advantage of choosing your battles and it has to allow you to bypass some contentYou can't finesse thisIf there are too many easy ways for other players to see through stealth, it's uselessIf there are too many game environments where stealth doesn't allow bypassing or evading content, it's uselessIf it's made useful in these terms, some players are always going to bitterly object to it