Comments on: Effective Networking (Make Mistakes) Wed, 10 Sep 2014 18:53:13 +0000 hourly 1 By: Max Nichols Thu, 10 Jun 2010 17:36:28 +0000 Here’s some food for thought:

An important skill for a game developer (or anyone, really) is to be able to recover from a set-back, preferably with a measure of grace and acceptance. A mistake is a setback, but if you handle it properly – with aplomb, an apology, what have you – you can turn it around into a chance to show that you are quick on your feet. socially sensitive, and probably good to work with.

By: Darren Torpey Sun, 22 Apr 2007 05:12:00 +0000 I remember those “mistakes”, though, and at least on one occasion you were far from clueless: the business meeting was happening in a *very* public place that was designed for informal discussion. They just happened to be doing their business there. If anything, I’d lean on the side of saying they were the ones being socially awkward or at least that they were the ones more out of place.

The point, if there is one, is that it also helps to remember that these people who you’re afraid might think less of you are also imperfect and also feel awkward and unsure about how to behave in some situations at GDC.

(and speaking of owning up to your mistakes, it’s worth noting that Greg Costikyan set a good example of this advice when he admitted that he unintentionally killed your chance for a conversation when you first met due to his own social-behavior imperfections)

By: Bradley Momberger Fri, 20 Apr 2007 05:28:00 +0000 Severely off topic, but I — and a number of people who have proven their opinions to be of merit –don’t necessarily agree with Craig’s characterization of being a go novice.

I don’t think I’ve even played 100 games yet (and definitely not 100 games on 19×19) and some of the most common advice I’ve gotten is “don’t play so fast.”

Speed playing is actually a carrot model. It helps players establish good patterns and flow but it does not prevent players from making weak or worthless moves. Interestingly, my own observation is that more time in a professional match is taken to ensure that the obvious move is the best move than for any other purpose.

I think that this part of learning go actually applies to networking. Proacting without spending any time thinking about what you want to say helps you to establish good patterns, but the space of situations in networking is just too large to have a pattern for everything. You’ll still make mistakes, but you’ll do better because you’re avoiding the dreaded uncomfortable silence AND you’re not prolonging network time with busy people.

By: Patrick Thu, 19 Apr 2007 05:40:00 +0000 You can also craft your social awkwardness into a consistent character pattern that will make people remember with some endeared psuedo-fondness (and if you have honest game development talent, you probably have some awkwardness). Its kinda like level design, if you really think about it.

By: Cait Thu, 19 Apr 2007 05:14:00 +0000 I went to my first GDC this year, and I definitely had some awkward moments while networking, mostly involving me feeling intimidated and blushing uncontrollably. Definitely makes me feel better that such an experienced networker can still make mistakes. :)

By: Craig Perko Thu, 19 Apr 2007 03:13:00 +0000 The rule for learning how to play go is simple: play (lose) your first hundred games as quickly as possible. You’ll suck, but study won’t help you learn the very basics.

I imagine this is very similar. Eventually a beginner will stop making the stupid beginner’s mistakes.

Then they can move on to the more advanced mistakes!