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The greatest video Jonathan Blow has ever done on Video Games and the Future of education is 0:10:36 long and is just him going over the first part of his video
by Zhyl 4y ago
The greatest video Jonathan Blow has ever done on Video Games and the Future of education is 0:10:36 long and is just him going over the first part of his video game "The Witness".
https://www.youtube.com/watch?v=rDSrYiheVow https://www.youtube.com/watch?v=rDSrYiheVow
We have him demonstrating:
* Starting off any new concept with trivial examples that nonetheless convey important information about the problem space and how to interact with it.
* Making the progression to the next problem or related problems obvious and intuitive.
* Adding in 'curve balls' that help to jog the player into thinking critically.
* Whilst showing clear progression to alternative ideas, also allowing freedom to approach different problems
* Showing how video games can give immediate feedback to 'show not tell' nuanced ideas
* Showing how understanding of concepts grows over time
* Showing how decomposition of ideas can make them easy to understand individually and then composition of them is intuitive and immediate
The Witness is a thesis on learning/pedagogy, motivation/reward, truth seeking and self fulfilment. To that end, I would recommend playing it to anyone who has an interest in video games and how they relate to the future of education.
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- sdkgames 4y agoJonathan Blow has been a huge influence on (independent) game developers. However, The Witness contains puzzles that are impossible for colorblind and hearing impaired people. I'm not sure I can classify this as "a thesis on learning/pedagogy, motivation/reward, truth seeking and self fulfilment."
- Zhyl 4y agoI don't understand what you mean. There are two sets of puzzles that are inaccessible so that means that all of it is invalid? Also, are you confusing "thesis" with "masterclass"? I'm not saying that The Witness is the best at anything it does by any measure - I'm just saying that it's an examination of those themes in a way that most puzzle games aren't.
- AnIdiotOnTheNet 4y agoJon has talked about that, and IIRC his assessment is that any accessibility measure applied to those puzzles would trivialize them and make them meaningless, and if you're going to do that then you may as well just look up a walkthrough to bypass them. Which is what he recommends anyone in that situation do if they really want 100% completion.
- dogleash 4y agoI'm colorblind. Which means my defects in color vision are a thing I deal with regularly. I'm entirely uninterested in the idea lack of colorblind accessibility could torpedo the themes of the game. In this game - much like in life - a section was inaccessible to me but was not blocking overall progress. I still got to experience the whole. FWIW: I went to that section of the game, figured out the gimmick, bailed, and was still excited to go play all the other sections. Figured I'd watch the spoilers on youtube if I cared.
- Pulcinella 4y agoAn interesting addendum to this is this piece by Zach Gage (another indie game developer: Spell Tower, Really Bad Chess, Card of Darkness). http://stfj.net/DesigningForProblem-Solvers/ http://stfj.net/DesigningForProblem-Solvers/ TL;dr Gage believes constructivist learning can be good in real life because you can have a teacher to tailor and guide the learning, but is not so good for video games (especially for tutorials) because you don’t have that.
- Zhyl 4y agoInteresting article! Thanks for sharing. I'd have loved to have been able to read his mother's paper. It sounds very interesting.