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SUMMARY:Gameclass Audio I 01/06/2020
DTSTAMP:20250603T011051Z
SEQUENCE:0
UID:321-5-c3fe8195a3dde498d013e477e2142422@aalbc.com
ORGANIZER;CN="richardmurray":noreply@aalbc.com
DESCRIPTION:\n	Gameclass Audio I 01/06/2020\n\n\n\n	 \n\n\n\n	CURRENT C
	ONTENT\n\n\n\n	My audioblog displaying my thoughts in the Will Wright Mast
	erclass course on game design.\n\n\n\n	 \n\n\n\n	TRANSCRIPT OF CONTENT\n\
	n\n\n	Game Design Thoughts Day 1 \n\n\n\n	When I chose this course\, I wa
	s not interested in how to make a game\, but I am interested in improving 
	my methods for making a game.  \n\n\n\n	In the introduction\, Will Wright
	 said a few things that were not educative to me\, but as the purpose of t
	his blog or audioblog is to take you along on this masterclass course\, or
	 perhaps inspire you to go along the game development process\, I will sta
	te them. \n\n\n\n	First\, the developer gives the player a toy and the pl
	ayer turn the toy into a game. That is an interesting point. Why? anyone w
	ho plays games knows that one person can find enjoyment in a game when ano
	ther cannot. So\, the way in which any player is able to see a toy as a ga
	me is vital. This is why some people who can play chess are terrible at st
	reet fighter. Each person has various blocks that manipulate what toys the
	y can turn into a game\, a thing of fun.  \n\n\n\n	Second\, being an ever
	 growing multidisciplinarian is needed to develop games in modernity. This
	 is nearly obvious today\, when you look at the gaming landscape but finan
	cially is a stronger point than environmental. ... Anybody can make a game
	\, anyone with cardboard and imagination. But\, in modernity\, getting pos
	sible buyers... I say possible cause the people who have money to possibly
	 by exists and those that do not do not have money to possibly buy exists 
	as well... possible buyers\, to buy a toy that is not electronic\, that do
	es not have 3-d \, is not as monolithic or tunnel visioned as it was in th
	e past. I doubt a very popular game can arrive from a simple premise and b
	e set in a fiscally profitable tone. I know it may seem rude in a talk mea
	nt to inspire to create\, but I think if any children or elders are readin
	g/listening to this series\, I must convey that you can have an entailed\,
	 detailed\, time consuming game development experience and not have a fisc
	ally sellable game at the end.  \n\n\n\n	Third\, Balancing function with 
	economics\, function Wright defines as entertainment/performance/installat
	ion while economics is capitol/production\, I advise you to keep that alig
	nment in hand as I go on\, i will relate to that alignment throughout this
	 series. \n\n\n\n	Now\, past those informative points\, whether you knew 
	them or not\, Wright made some points clear that were thoughtful.  \n\n\n
	\n	first\, He wants the class goals to be\, how to build worlds\, and as h
	e is a creator of Sims\, I can comprehend that path. But some people do en
	joy the zero-sum game. My advice to any is not to get caught up in making 
	a zero sum or non-zero-sum game\, I think you need to enjoy creating games
	 at the moment.  \n\n\n\n	second\, and this is self-evident but interesti
	ng. I will use JavaScript to make the games but remember you can make thes
	e games on sheets of paper\, the medium of the toy to become a game\, does
	 not have to be electronic. For those who wish to follow me\, do not get c
	aught up in electronics\, the learning process does not require it. \n\n\
	n\n	Finally\, to the game made at the first class. Well\, I thought to the
	 game I will like to make at the end of this learning process and I said t
	o myself\, what can I take from that idea and focus on not having a zero-s
	um game. I achieved an idea quickly but realized I needed to streamline. T
	o be honest\, the streamlining took days\, about three and that streamlini
	ng process I want to cut down to hours. When the next class finish\, I do 
	not want to have days to figure out the game.  I chose a game you can see
	 in the eBook you may be hearing this from\, or if you are in the audioboo
	k\, the eBook in question is linked in the audiobook description. The game
	 is a simple strategy game implying a god role\, where you play both sides
	 and the goal of the game is to have as high a count as possible. Somewhat
	 like playing chess with yourself\, but the goal not to defeat yourself bu
	t literally keep your battling world alive.  Tell me how may counts you r
	eached.  \n\n\n\n	The rules to the game are simple. You have to place pie
	ces. You start with the PUser\, and if valid\, you then place a piece for 
	the Nuser and on and on till you cannot any more. The pieces are horizonta
	l or vertical. Each user cannot place a piece on a vertical or horizontal 
	line occupied by the other user. It is even incomplete\, but I will ask yo
	u to figure out how. \n\n\n\n	End of day 1 \n\n\n\n	 \n\n\n\n	MY GAMERO
	OM\n\n\n\n	https://aalbc.com/tc/blogs/blog/63-bge-arcade/\n\n\n\n	 \n\n\n
	\n	OLD CONTENT- just for reference do not utilize\n\n\n\n	My audioblog dis
	playing my thoughts in the Will Wright Masterclass course on game design. 
	The ebook comparative work has the code for the game i designed with the s
	imple premise of giving my example of a non zero sum game. I have a review
	 to what was covered or at least what I engendered in the introduction. Th
	e transcript for those who can not hear is in the ebook. Use the U.R.L. be
	low to get pertinent links.\n\n\n\n	https://aalbc.com/tc/blogs/entry/263-m
	asterclass-2020/\n\n\n\n	 \n\n\n\n	 \n\n
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