Okay, I saw the rest of the feed now, and it _does_ get better. Even the jokes. If someones's bored by the beginning, I suggest fast-forwarding to the 19:20 mark, that's when the more interesting stuff starts.
The video presentation that starts at 20:00 is very interesting for Skyrim players, as it may hint to the content of future DLCs or mods. It's also pretty well done.
Howard's statements also get less generic as the talk progresses.
Still, the talk doesn't offer much substance. Attempted jokes aside, the whole talk can be summarized in four points:
1. Bethesda uses an iterative approach to design, meaning they don't specify everything explicitly from the start, but reserve a lot of time for playtesting and for design changes as a result of the testing.
2. Since team members now have a lot of experience, it paid off to have them run wild for a week and give them the freedom to implement one feature that they wanted.
3. While playing a game, players repeatedly progress through a loop consisting of the phases "Learn", "Play", "Challenge", and "Surprise". Bethesda's games typically offer players choices to enter or leave each phase as they want.
4. The unique thing that games can achieve (and other media can't) is to make the player feel proud of what he has achieved.
I still wonder how this talk could change anyone's perception of Howard as a game designer though. I think it actually reinforces the idea that he's rather an executive producer / manager, and not a creative designer. The talk also seems to be somewhat cobbled together, there is no clear central idea that runs through it or even connects the different parts. For anyone who knows a tiny bit about gamedesign, the talk is very lightweight.
Conclusion: The "Game Jam" part in the middle is worth watching, the rest of it only if you're either very new to game design or a big fan of Skyrim or Todd Howard.
Post edited February 11, 2012 by Psyringe