by Scott Traylor (CEO of 360KID), from 360BLOG
If somebody asked you to name the masters of interactive design, chances are good that Will Wright would be on your list. He created SimCity which led to SimAnt, The Sims, and Spore, and he’s currently working on a new social game called HiveMind. Last year in New York, I heard him speak and was struck by his thoughts about the learning opportunities he brings to his players, and asked him about it. What does he think about when he makes a game? What are some key influences? (Note that this was a long interview, and edits have been made for clarity).
Scott Traylor: In your presentations you often refer to learning theory, including your own Montessori education. It seems you have a passion for the topic.
Will Wright: Learning theory is certainly one of the factors that shapes my talks and my work in general, but it’s only one element. For me, making a game or a talk is a process of continual self-discovery.
Scott: Can this be attributed to your Montessori background?
Will: Montessori is good for self-discovery and exploration, but Montessori didn’t invent it. Self-discovery and exploration have existed for millennia before Montessori. it’s the way the human brain works. The whole constructivist approach to education simply leverages hardware that’s already built in.
Scott: When you say “constructivist” is it fair to say that you are thinking of Piaget and perhaps Seymore Papert?
Will: Oh, yes, and Alan Kay as well. This formalized approach to learning has really only been around for maybe a 100 years. We can go back hundreds and hundreds of years before that and see people understood this as the primary mode of learning. Consider the Renaissance and Leonardo Da Vinci. At some point the pedagogy got wrapped around that inherent process. It’s something that has remained, almost becoming more relevant in terms of its implications with modern technology, or our imaginations, and our creativity. It’s almost more relevant now where people can approach a wider range of endeavors creatively, because of the tools we have, for gathering information, for creating things, for sharing things.
Scott: So you’re saying we’re at a point, technically speaking, where we are empowered as creators, as explorers, in anything that might interest us?
Read the full story : Will Wright on Game Design, Play and Learning