Cliff Bleszinski’s Game Developer Flashcards by Cliff Bleszinski.
From the post:
As of this summer, I’ll have been making games for 20 years professionally. I’ve led the design on character mascot platform games, first-person shooters, single-player campaigns, multiplayer experiences, and much more. I’ve worked with some of the most amazing programmers, artists, animators, writers, and producers around. Throughout this time period, I’ve noticed patterns in how we, as creative professionals, tend to communicate.
I’ve learned that while developers are incredibly intelligent, they can sometimes be a bit insecure about how smart they are compared to their peers. I’ve seen developer message boards tear apart billion-dollar franchises, indie darlings, and everything in between by overanalyzing and nitpicking. We always want to prove that we thought of an idea before anyone else, or we will cite a case in which an idea has been attempted, succeeded, failed, or been played out.
In short, this article identifies communication techniques that are often used in discussions, arguments, and debates among game developers in order to “win” said conversations.
Written in a “game development” context but I think you can recognize some of these patterns in standards work, ontology development and other areas as well.
I did not transpose/translate it into standards lingo, reasoning that it would be easier to see the mote in someone else’s eye than the plank in our own.
Only partially in jest.
Listening to others is hard, listening to ourselves (for patterns like these), is even harder.
I first saw this at: Nat Turkington’s Four short links: 21 August 2012.