Rym and Scott of GeekNights (www.frontrowcrew.com) bring to you a montage of some of their highlights from PAX Prime 2011. Some games, some ponies, some panels: everything that could fit inside of the GeekNights theme song (credit as always to djpretzel (http://ocremix.org/artist/4279/djpretzel).
If you must know, the Omegathon is not included SOLELY due to the fact that, in the heat of the moment, no one on the GN staff could be arsed to break out a camera. They were too busy yelling.
Rym and Scott of GeekNights presented "Discover the Forgotten Masters" at PAX Prime 2011. In this lecture, they went over several largely forgotten games/genres, covering the mechanics, histories, and other factors that make them not only masterful, but ripe for being remade.
One of these games was Outlaw for the Atari 2600.
GeekNights presented "How to Win at Games" at PAX East 2011. As part of the lecture, they went into great detail as to how to win at "Stratego" and "Settlers of Catan." Unfortunately, as the audio device on stage failed during the lecture, the latter will not be available online.
Here is the conclusion to the panel. Apologies for the audio: it was the best that could be done. Be sure to catch the bulk of the event in this Youtube channel!
The final GeekNights lecture from PAX East 2011, we discuss winning (and not the Charlie Sheen kind). Specifically, we discuss how one actually wins at games, what winning really means, and why so few people are very good at it. In the words of Herm Edwards: "You play to win the game."
A warning: out primary audio device failed near the very end of the video, forcing us to switch to the backup. The last ten minutes of the lecture will be available as soon as we can master said audio to be reasonably understandable.
GeekNights presented three lectures at PAX East 2011, among them "Game Mechanics and Mechanism Design." Here, Rym and Scott introduce the audience to the bare basics of Game Theory so as to be able to explain how important a field of study called "Mechanism Design" should be (but isn't) to gaming and game design.
In short summary, "Mechanism Design" is the study of games from an interested perspective. That is to say, that the game designer has a vested interest in the play and outcome of the game. In many ways, games are mind control. It is in the best interest of game players and game designers to understand how this works and what effects it can have.
PAX Enforcers are more professional than the "real" professionals. We at GeekNights salute you.
For reference, this was before our Game Mechanics and Mechanism Design panel at PAX East 2011. We were "out of breath" due to the (obviously) awesome Enforcer running the room playing the Blues Brothers intro music while we ran through the audience high-fiving everyone.
Rym and Scott of GeekNights presented three mini-panels at PAX East 2011 within "The Triple Threat: Short Subjects in Gaming." These were "MMOs are Anything But," "The Game Makes the Community," and "Dudebro: How to Win at the Internet."
This is the second of these mini panels from the Wyvern Theatre. They argue that the communities around particular games are not independent of their foci, but rather are actually direct extensions of the underlying mechanics therein. Games literally create their own communities, promoting particular behaviors as a direct result of their design.
This is part one of two for this segment of the lecture.