Justin gave me a list of questions or topics for this session, and I realized they made most sense in nested form. So I grouped IIEE and relationship mechanics into the larger category of Bounce and system diagrams (specifically their feedback or activity loops), then put the whole into the biggest category of design processes as an experience.
Part 1 (embedded below) pokes a little at IIEE and relationships to show that they are frequently in play without much mechanics, and to ask why and how mechanics matter for them
Part 2 presents the idea of a mosaic, or perhaps a moving mosaic, in which the interaction of parts generates the fiction rather than each piece being responsible for a discrete/single part [here's SLUG, the game I mention]
Part 3 concerns the twinned evil ideals of engineer-everything vs. engineer-nothing and begins to examine relationship mechanics (in retrospect, it flows directly into the next video and the two should probably be combined)
Part 4 punches it home from Part 2: examing the particulate mechanics of the mosaic, and that over-engineering each one and its connections is counter-productive
Part 5 extends the previous points outward into the context of Bounce in general and to what Justin is calling the activity loops of the system diagrams
Part 6 introduces the concept of the Design Conversation, which refers not to dialogue specifically but to play - I should clarify here that I'm not talking about breadth but depth; one can have the "conversation" with just one game, for instance
Part 7 summarizes the "how how" issue as practically as I can, including three things that work together so crucially that I ought to make a billboard of them
Part 8 presents a very hypothetical design/practice challenge for thought-purposes only, and closes with why there's no "design manual"
Last point: the production went crappy on me! Something about the initial video wouldn't fit well into my editor, and that screwed up the size/resolution of all the graphics.