Err, nevermind the Barrel Night + Forum has been sold out, but not the regular ticket. Might not be as rushed as previously stated, but don't wait until the last minute either. Pete, I still got your ticket.
What's the difference between the two and which one are we buying?
I was thinking of buying a ticket to that but then I remembered that I'd have to take trains and buses back to Belmont at the end of the day. Considering I don't know what my alcohol limit is yet, I thought it might be a bad idea...
So I'm going to be driving out of the suburbs of PA on Thursday night and leaving Sunday night. Anyone need a ride? (I'd like to defray gas and parking costs somewhat). I have a pretty big car that should hold 3-4 people easily. and I have 2-3 spots open for the drive. (Laura is not coming) anyone along that is along the Philly to Boston route is cool for me to pick up along the way.
Hidden Value of Punching Trees: What Minecraft Reveals About Game Culture
Minecraft, the indie PC game designed by Markus Persson (aka. notch), recently became popularized this year. Minecraft is all about players creating castles, rollercoasters, and 1:1 scale copies of the Starship Enterprise out of blocks... but what does Minecraft uncover about today's gamers and game culture? Media scholar Alex Leavitt will look at the development and spread of Minecraft to explain the cultural implications behind why notch spends hours interacting with fans, how online forums are replacing outdated game manuals, and what value there is in the hundreds of thousands of YouTube videos that feature players building dilapidated forts. A panel for Minecraft newbies and seasoned tree-punching veterans alike.
I also proposed the following panel, which looks like it didn't make the cut:
One Game Per Lifetime: The Design, Ethics, & Future of Keeping You Hooked
What if you could only choose to play one video game for the rest of your life? Which game would you choose? Would you remain happy playing it? Come 2010, many companies with loyal players continue to develop one game for those loyalists to keep on playing years later. From Final Fantasy II to World of Warcraft: Cataclysm, this panel looks at the development of sequels, add-ons, downloadable content, and algorithmic evolution to explain a future (or possibly a present) where every gamer is hooked on one persistent title, because that's where their friends, memories, and bank accounts reside. What ever happened to new game design? What are the ethics of addictive games? And is the foreshadowed future of "gamification" a detrimental possibility?
I'll be attending your panel. I wish, though, that they would have let you run the second one as well. They both seem very interesting and engaging, particularly the latter.
I always get conflicted with going to PAX and being an Enforcer. I want to attend the cool panels, but I also want to Enforce. There are some really awesome ideas in the works for Tabletop, so I'm pretty excited to be Enforcing again.
I think maybe after this PAX East, I'll only Enforce for Prime, and hang out as a normal attendee at East.
It warms the cockles of my heart that, to this day, our Beyond Candyland panel description is one of the two examples by which all PAX panel descriptions are measured. ;^)
Comments
It's also now currently 50% sold out.
edit: Oh just Barrel night, I see.
Review of Virgin Air Economy Class
Hidden Value of Punching Trees: What Minecraft Reveals About Game Culture
Minecraft, the indie PC game designed by Markus Persson (aka. notch), recently became popularized this year. Minecraft is all about players creating castles, rollercoasters, and 1:1 scale copies of the Starship Enterprise out of blocks... but what does Minecraft uncover about today's gamers and game culture? Media scholar Alex Leavitt will look at the development and spread of Minecraft to explain the cultural implications behind why notch spends hours interacting with fans, how online forums are replacing outdated game manuals, and what value there is in the hundreds of thousands of YouTube videos that feature players building dilapidated forts. A panel for Minecraft newbies and seasoned tree-punching veterans alike.
I also proposed the following panel, which looks like it didn't make the cut:
One Game Per Lifetime: The Design, Ethics, & Future of Keeping You Hooked
What if you could only choose to play one video game for the rest of your life? Which game would you choose? Would you remain happy playing it? Come 2010, many companies with loyal players continue to develop one game for those loyalists to keep on playing years later. From Final Fantasy II to World of Warcraft: Cataclysm, this panel looks at the development of sequels, add-ons, downloadable content, and algorithmic evolution to explain a future (or possibly a present) where every gamer is hooked on one persistent title, because that's where their friends, memories, and bank accounts reside. What ever happened to new game design? What are the ethics of addictive games? And is the foreshadowed future of "gamification" a detrimental possibility?
I think maybe after this PAX East, I'll only Enforce for Prime, and hang out as a normal attendee at East.