Frank Lantz - Director of NYU's Game Center and Creator of Universal Paperclips | Summary and Q&A

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Frank Lantz - Director of NYU's Game Center and Creator of Universal Paperclips

TL;DR

Game designer discusses the importance of gaps and simulations in game design, the role of games in thinking and doing, and the potential of VR.

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Questions & Answers

Q: What is the difference between the seamless simulation approach and the gap-focused approach to game design?

The seamless simulation approach focuses on creating games that are identical to the real world, while the gap-focused approach acknowledges the value in the gap between simulation and reality and uses it to generate meaningful experiences.

Q: How does painting relate to the idea of gaps in game design?

Just like a painting captures the essence but retains a gap between the object and its representation, games use simulation to generate meaning through the gap between simulation and the real thing.

Q: Can you explain the concept of thinking and doing in games?

Games provide an opportunity for players to engage in active problem-solving and decision-making, allowing them to think and act as active agents in the game world.

Q: What is the role of immersion and simulation in VR games?

While VR games emphasize immersion and simulation, the speaker remains skeptical about the extent to which VR can fully replicate the gap between simulation and reality. He believes there is an opportunity for designers to fulfill the passion people have for VR and create work that resonates with their interests.

Summary & Key Takeaways

  • The value in games comes from the gap between simulation and reality, rather than a seamless simulation.

  • Games are a way to reflect on and explore various aspects of life, from problem-solving to physical activities.

  • The craft of game design lies in creating spaces that generate interesting and meaningful experiences through the combination of simulation and the real thing.

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