What Do We Learn Through Play?

Long hiatus, back now. A thing about me: it’s an effort for me to talk when I don’t feel like I have something to say (often, even when I do). I usually default to listening. I’ve spent a lot of the last year listening. When it comes to games, we talk around some topics a lot. An example: games are art. This isn’t really refutable. It honestly wasn’t, ever, but for a solid couple of decades there was a big question mark around that. We’ve moved past that in a big way, and we’re seeing more and more amazing, beautiful, moving things in our games that simply aren’t possible unless it’s widely understood that games are art. That understanding is important, it unlocks things, it makes people think and inspires them. Modern graffiti wasn’t viewed as an artistic medium for decades, and wasn’t widely accepted for even longer. Now we have Banksy, and massive outdoor city murals, and street art. The frame of expression widened as acceptance did. We’re seeing the same things in games. This gets me to my original thought– listening and talking around topics. Games are art, indisputably. Games also teach, indisputably. We have an ever-expanding body of research that concludes that games are one of if not the best mechanisms for teaching. We’ve known that games are great for teaching for centuries– Go and Chess are old war games, used to teach strategy. The question becomes not “can games teach?” but instead “what are games teaching?” It’s a thing we talk around a lot. We’ll talk about how well the game teaches us how to play it, how good the tutorial is and whether the progression curve teaches you the skills necessary to keep progressing. We talk about games teaching resource management, and strategy. We’ll laud games that use smaller versions of boss mechanics to prepare you for the boss itself. What doesn’t come up much is the other stuff games teach us. Assassin’s Creed taught quite a few people how to appreciate classic art. Guitar Hero and Rock Band taught people about classic rock. These aren’t a core part of the game, they don’t help you beat the game, but they’re the parts that can stick with you. In school, no one cares that you’re good at completing worksheets or homework– what those things do is give you skills that stick with you for when you need them. Math class teaches you how to finish math class, but it also teaches you how to balance a budget, how to make estimates, how to think about problems logically, and a variety of other handy life skills. It teaches you how to use a calculator, so you can solve complex problems with one, and teaches you how NOT to use a calculator, so you can tell if the answer the calculator is giving you is likely to be correct or if you’ve put in some errors. Games teach us all kinds of ancillary things, but we don’t really talk about them much (outside of some flavors of game scholars, hi2y’all if you’re reading this). It’s certainly not a discussion that comes up in the design process. There’s rarely enough space in the usual games-industry development cycle to have those kinds of discussions, much less act on them. It means that a lot of stuff gets unintentionally taught, lessons that sink in that weren’t ever part of a plan. There’s an parallel to parenting here– the parents I know talk about the things they teach their children, and then the things their children “pick up”. These are the unintentionally taught parts, and games do the same thing. I want to spend some time over the next few posts trying to put words to the unintentional things I’ve learned from games. It’s a conversation I find interesting, and (as mentioned) not one that comes up a lot. It’s a hard thing to think about, because it forces me to not just read between the lines of the game but also self-analyze and see how I’ve changed. Might be an interesting experiment, we’ll see!

AggroChat #171 – A Pig Hat

Featuring:  Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen

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This weekend we talk about a whole slew of topics that have gathered over the past week.  We talk about Pax West and Gamescom and how the hype and announcements surrounding them seem to not be keeping up with past years.  We talk about Thalen’s descent into Guild Wars 2 and a whole slew of topics related to it.  We talk about arriving on Argus in the 7.3 World of Warcraft patch.  We talk about the recent Destiny 2 PC Beta experience and how it cemented the decision to play on the PC for most of us.  We talk about the Kung Fu MMO of a sort Absolver.  We talk about the Ashes Rise of the Phoenixborn card game, which leads to some discussion about Magic the Gathering Commander and Star Wars Destiny.  Finally we wrap up with a discussion on mobile gaming and some more talk about Legendary Game of Heroes… and a little bit of pining for Glitch.

Topics Discussed

  • Games Cons: Lack of Hype
  • Guild Wars 2 Things
  • WoW patch 7.3
  • Destiny 2 PC
  • Absolver
  • Ashes Rise of the Phoenixborn
  • Magic the Gathering Commander
  • Star Wars Destiny
  • Mobile Games
  • Legendary: Game of Heroes
  • Glitch

AggroChat #170 – Full Throttle Show

Featuring:  Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen

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Tonight we record the August AggroChat Game Club title… Full Throttle.  This was picked by Thalen for a bunch of reasons but at least in part because we had yet to play a classic point and click adventure game.  With Full Throttle being relatively recently remastered, it made it an excellent candidate since it was more or less going to run well on any system.  Unfortunately one of our show members opted to try playing it on a mobile platform where the experience was less than desireable.  We talk about our thoughts on Full Throttle and adventure games in general as the show goes way off the rails towards the end with many wild trips into nostalgia land.

 

AggroChat #169 – Legendary Nonsense

Featuring: Ashgar, Belghast, Grace, Kodra, Tamrielo and Thalen

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This is another one of those nights when we thought we had nothing to talk about…  but ended up having stuff to talk about.  We start off the night talking some more about our recent experiences in Guild Wars 2.  From there we get into some Robo Squid fun… and talk about how Gnomeregan is still horrible.  From there Thalen and I talk about how West of Loathing has suddenly caused us to start playing Kingdom of Loathing again.  Kodra talks about finally grasping why Tam loves Agricola so much.  There is a brief offshoot conversation that leads us down the path of Magic the Gathering Commander and the game in general.  We finally wrap things up with a talk that starts with painting miniatures and ventures forth into creativity in general.

Featured Topics

  • Guild Wars 2
  • Gnomeregan Is Horrible
  • Kingdom of Loathing
  • West of Loathing
  • Agricola
  • Magic the Gathering Commander
  • Painting Miniatures
  • Creativity