Lori's Diner






I've had to give up that Distance Learning course as I was having trouble seeing the teacher.
"Do you want to buy a 1 gigabyte memory card for your camera for 10 dollars?".
The question was appealing. The cards normally cost a good bit more than that. So we wandered into the camera shop at Fisherman's Wharf to complete the transaction. A minion was dispatched to find the relevant component. Whilst I waited, conversation turned to the camera hanging around my neck.
"Do you have a wide angle adapter?". Why, yes I do.
"Can I see it?". A confusing request, he works in a photo shop for heaven's sake, he must have plenty of his own lenses to look at. "No need, I'm quite happy with it".
"How much did you pay for your camera?". Now, this is sensitive information. I'm pretty sure it wasn't a massive bargain, but I was happy with what it cost.
"I can do you the same model for 250 dollars". This is irritating, that is around half what I paid and frankly an unbelievable price. And besides, I've already got one, and good though it is, I'm not sure why I'd need two. And where's that memory card?
Meanwhile, another salesman is working on Jon. Zoom lenses are being produced and snapped on and off camera bodies. Demonstration pictures are being taken and pored over. And more unbelievable prices are being bandied around. Finally a price is named that is so unbelievable that Jon decides to take the plunge.
"I'll take it". Stuff happens quickly. You don't need the box. You do need a lens filter (and an amazingly expensive one at that). Better yet, why don't you let me sell you an even more powerful lens and a converter. More money, but well worth it. We'll give you an even better price if you pay cash. Not got the cash? We have a machine over there just itching to eat your card and give you money to give us. Jon walked over to the machine. Then something snapped.
Without a word he turned and left the shop, I followed. Much clamour behind us about the bargains we have missed out on.
And I never did get my ten dollar memory card.
Later we shopped a little further down. A friendly and helpful assistant found things in the right sizes, kept them by the till for me and was friendly and polite all the way through. And she got a sale.
Today was the day that Jon and I sang for our supper, so to speak. We were the "international" part of an international discussion of computer games and curriculum. I talked about XNA and Jon talked about Skill Set Accreditation. We both only had five minutes to fill, which is both a blessing and a curse. Not much time for bad things to happen, but hard to fit everything in. In the end it all went swimmingly. And there are pictures.
This is what makes the cable cars work....
Down on the wharf. Ask Jon about the lens he nearly bought...
I've no idea what the boat is called. But it looks nice
"Love Songs" album cover shot....
This is a text heavy post. Sorry about that, but I figured I'd better write some proper stuff so that the boss doesn't think I've spent all my time in SF (you are allowed to call it that once you've been here three days) wandering round taking photographs...
Today we discussed computer games in the context of education. Which has been very interesting. Quite a bit of the discussion has been outside the scope of what we presently do at Hull, but it is fascinating in itself. At Hull we teach Computer Science with Games Programming.
The word with in our course title is very important. It means that we are going to make you into a Computer Scientist, but one who can work with the particular needs of the computer games industry. This means that you'll be grappling with performance issues, 3D graphics, physics and artificial intelligence, because that is what sits underneath games and makes then tick. You will also be dealing with things like project management, software engineering and working in a team, because this is how games are actually got out of the door and into the shops.
We do not teach game design, story telling, character construction or fine art. These are totally separate fields and dealt with by specialist team members. However, a lot of folks at the conference do teach this material. And it is fascinating. We had some game industry gurus along to give us their take on education and research and the results are thought provoking stuff.
The first thing that came up was how little we really know about computer games and education. We are only just starting to figure out what categories of material there are in the field, and how they relate to each other, and what we can teach about them. There is quite a bit of resistance to teaching about games in academic circles, which I think is a shame. Media is a well established area of study, and I think that compared to computer games it is somewhat shallow.
After all, we don't find completely new forms of TV receiver, with new and interesting abilities, appearing every five years. And the narrative and structure of content delivered with just a picture and some sound that you sit in front of is much more restrictive than something that you can interact with directly. Perhaps things will change, perhaps we'll get the word game out of computer gaming, align it with the entertainment field, and then it will become more respected as an area for study. Perhaps.
Doug Church from Electronics Arts delivered the keynote, talking about research in computer games. The news was not good. Points that he made included (apologies for any mis-quotes):
So, with all that said, what do we do? Well, there was an acknowledgement that students are where the future is at, and they must be connected to the profession, preferably on a one to one basis. Computer game education should be seen as "an invitation into a community and a chance to choose a future". In other words, a game you might like to play I suppose.
The way forward is through frequent, immersive, collaboration between student, teacher and professional. The way I see it, this could just about work. As long as students understand that the business is a profession, and not just a way to live out your fantasies, the industry starts to take a longer term view of research and academics start to play more games and take them more seriously.
Then Doug said something which really cheered me up He emphasized how important it is for the game creators to function as a team, communicate ideas to each other and plain just work together. "Human interaction is the hardest part of the job".We've been hammering this at Hull for years, and it is nice to see it brought out again as a priority by the game makers. He also mentioned that estimation is important. Whenever you do something you should try and work out how long you think it will take. Apparently he process of making a wrong guess is very useful educationally...
Then after lunch we did some work on creating gameplay that was intriguing. We played a game involving bits of paper and paperclips, and then fiddled with the rules and changed the scenario. This was great fun. At the end we had something that we might want to take somewhere into a computer program. Things that came out:
I'd love to take these ideas and get students to brainstorm some gameplay and then build it. I'm not sure if this would be part of our taught provision at Hull, but it would be good fun for our fledgling game creators club to have a go it. Inspiring stuff.
Did some proper work today. We saw some very good presentations about the way in which games are made, and what games makers do. There was also some good stuff on gameplay.
I'll put up a more lengthy discourse on this later, for now you'll have to do with some pictures:
This is the Cheesecake Factory atop Macy's
It has a great bar. The temptation to start at one end and work our way along was hard to resist...
..but this is the view from the balcony. And the main reason I went.
Jon waits patiently. Enjoying his coffee......
Managed to stay up to 8:00 pm today. Maybe even later tomorrow....