Last night I watched this 28 minute video of Carnegie Mellon University Professor Jesse Schell talking about "going beyond Facebook" and the emerging game development trends. I thought I'd share some of the key points that I took away from watching it - though it might make more sense to watch it first!
Some of the key takeaway points:
1) The unexpected force by which Facebook et al. stormed the world. The list of games (ClubPenguin, Wii, WiiFit, Guitar Hero) that were these huge hits that traditionally seem completely impossible. And I still don't see the appeal of Farmville. Apparently I'm too traditional.
2) That these phenomenon are all breaking through into reality. The blending of virtual and reality are on the path to blurring together almost indistinguishably. Interesting psychological reasoning that because we're cut off from nature and "we live in a bubble of fake bullshit" we're seeking out the "real" relative to our experiences. Maybe it's just because we've finally realize how artificial so many of our interactions have become.
3) Technology is going to continue to diverge in some respects, rather than unify into the happy box. Loved the idea of the iPhone as the Swiss Army knife.
4) Games are creeping into daily life more and more. I can totally see this, and I liked the examples he pointed out. These things have turned accepted and traditionally established processes and behaviors into something more.
- Fantasy Football - Even your grandmother does it.
- Geocashing - Because taking a walk is better when there is treasure at the end of it!
- Fox & The Simpsons - Watching TV has become a game.
- DARPA's red weather balloons - We'll do the work for them!
- Weight Watchers - Points are like a game.
- Ford Hybrid Car - Grow the plant leaves, save on gas. This has changed the way people drive!
6) We're heading towards a future where creepy sensors are always recording everything. Schell suggested that this potentially could be a huge behavior changer. A little big-brother-ish, but I think I like it in theory.
7) Disposable technology. I think we're already a good ways there. Think about how quickly we go through things. Schell makes an interesting point - the technology in a Furbie is greater than the technology it took to put a man on the moon, though that is true for almost any electronic these days.
8) Huge danger for games to turn into serious commercialized schmuck. Penny-Arcade made a comment or two about this trend in the game "Alan Wake". I haven't played it, but it is reported to have some serious crazy ass product placement in the game, perhaps the most blatant yet. Anyways, I thought of that when he was talking about the REM cycle device for some reason.
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