|
Post by alexvostrov on Dec 3, 2016 13:20:51 GMT -8
Chris has posted a proposed plan for educating students in interactive storytelling. www.erasmatazz.com/library/game-design/plan-for-inspiring-students.htmlOne thing that leaped out at me was the structure. The outline looks like a conventional college lecture. What it lacks is a hook. Why should people pay attention? You see a lot of college teachers fall into this trap - they give a lecture on say post-Black Plague agrarian economics without trying to sell the ideas to the audience first. Why is this lecture meaningful? It's the curse of knowledge - the professor knows that it's an important historical topic, so they just assume that their students do too. Unfortunately, the majority of conventional education is structured in this way - endless pre-requisites taught to people who stopped caring years ago. Chris is a very good speaker, so I expect that he'll just build an engaging opening into his talk. I assume that the outline was for the informational content only. Overall, it seems like a good summary of ideas that Chris has been developing over the last few years. I've always thought that Chris' design book was the best one I've read, because it's the only one that provides a broad philosophy for the field. Everyone else is mired in irrelevant details (how to build a level, etc). These lectures look like they capture a lot of foundational ideas of interactive design.
|
|
|
Post by chriscrawford on Dec 15, 2016 18:13:21 GMT -8
Sorry for the extremely late response, Alex. I've been working on the lecture. It's a big job; I've been assembling it with lots and lots of slides to accompany the vocals. There are already 150 slides for a 45-minute talk and I shall likely be adding many more. The lecture will certainly be fast-paced. Its purpose is to trigger lots of questions from the students that I can answer in the Q-and-A session afterwards.
|
|