I know it is late, but I have been crazy busy. More to come soon on other subjects, but in the meantime here are some Tidbits from GDC 2006!
Ok, so against my better judgment and much urging from my team (I think they needed a break from me) I broke away from the day to day on Spider-Man Movie 3 and headed up to San Jose for a few days to enjoy the wonderful world of nerds and learning, my world. My inner nerd always shows up for these events, unfortunately I usually find that I get more contacts and see more people I know, then learn anything new. This was the case again this year, but there were a couple of bright spots and some not so bright.
The Arrival
Well, I could have showed up later in the afternoon on Wednesday, but I felt I needed to see the Sony keynote, so I came in the night before. Unfortunately I had to stay at what I now call the “Rat-ison”. I swear to god they were taping an episode of cops in the back of the hotel. I was already looking forward to moving hotels the next day. Checked in, went to dinner at a cool steakhouse in Downtown San Jose and hit the pillow for the night. I dreamt all night about bowling…..What the hell? Oh, I forgot to tell you that next to the hotel was a bowling alley. Should have slept there….I probably would have dreamt about the hotel and got a better nights rest…..
8AM Wednesday March 22nd – Check into non-bowling alley adjacent, non-cops episode taping hotel. Ahhhh. This day is starting off better already.
Panel/Session Highlights
What’s Next Panel (Louis Castle, Mark Cerny, Cyrus Lum, Masaya Matsuura, Jamil Moledina and David Perry)
So off to my first panel and I thought it would be interesting with the cast of characters represented here. Well it wasn’t. Basically it boiled down to:
1) We are making crappy games
2) We need to focus on more niche ideas
3) Outsourcing
I hope this isn’t “What’s Next” for the industries sake. You might be wondering if I walked away feeling disappointed? Well I was disappointed in what is next for games, especially with the group that was speaking about it (props to Louis Castle, though, he was the only one on his game here), but I did manage to get some interesting quotes, that put a smile on my face, read on and you will see why:
Castle – “Too many buttons”, “We try to be too complex”, “Try to be too many things”
Lum – “Don’t mash game mechanics”, “Decide on game mechanics based on the experience desired”
Perry – “The Hardware companies want Tekken 1”, “The publishers want Tekken 12”, and “Early hardware cycle is when developers should be creating new IP”
Perry – “The publisher isn’t investing in R&D”, “I liked it during the old days when you could create and iterate”
Lum – Response to Perry “You can but it will cost you 2 Million dollars”
Lum – “15-25 Million developments will not make money”,
Lum – “4X time to do any Art”
Lum – “Stop treating artists like they are psychics”, “Discipline in design will reduce redo” “Redo these days will kill projects”
Castle – “We are not good enough”, “You can’t expect the same guys on your team to do the new high level work”, “and they need to get better, as we are now competing with Movies and TV”
Perry – “Publishers are delivering a lot of awful games”, “ Most games only sell 150-300k units”
Perry – “With digital distribution, what will we do against AT&T if they decide to do a 20 Million dollar game that they give out for free?”
Perry – “I resigned from Shiny, so I cold look at other markets, like Korea”, “Free games is where it is at”, “Build the game and then figure out how you are going to make money with it”
Castle – In response to Perry “Sounds freightingly like the Dot-Com strategy”, “I would have to say that it is more likely that the Koreans distribute for free, but they “already” know how they are going to make money on it”
Playstation 3: Beyond the Box – Keynote (Phil Harrison)
So the line to this one was long, really long, as would be expected, it is Sony for god sake. It took place in the civic auditorium which is a pretty big venue for this type of event. The sad news is there was no new news. Here are the highlights:
1) Reiterated everything we already knew from Japan the week prior
2) Explained some more about the “Network Platform” or what I have dubbed “Playstation Live”
3) Did not give us a price point
4) Promised that they would make worldwide launch in November
5) Reiterated some more information we already new from Japan, but got some developers to say it was really cool and that it was the best platform
6) Sad to say, but my favorite part was when the crowd started heckling Phil Harrison because they couldn’t see the footage being shown. It turns out that they were running the big screen in the back of the stage in HD and the side screens were not. Result: At least 20% of the people in the auditorium could not see any footage. Isn’t Sony a huge electronics company? Hmmm.
I really like Phil Harrison and think he is a great speaker, but I really felt like his hands were tied on this one. No huge announcements, no big game reveals. A whole lot of nothing. I guess they are saving it for E3, or maybe they are still trying to figure out what can be shown?
Profitable Growth – The dollars and cents of growing a healthy studio (Guha and Karthik Bala)
For any people that are thinking about starting a new studio, I recommend that you go to any of Karthik and Guha’s lectures on studio subject matter. They are always insightful and have over the years built a great process, procedure and studio to rival any out there. Great talk, horrible slides, but you can’t win-em all.
Valve’s Design Process for creating Half Life 2 (Brian Jacobson, David Speyrer)
The process of making a game can be done in about a hundred different ways. The folks at Valve have figured out a process that works for them, but unfortunately does not work for the other 95% of developers out there. Iterate till you die, no traditional designers (team design), and take as long as you want and weekly focus testing for multiple years. Sound like a dream? For most of us it is. I love the Valve games, so they must be doing something right, unfortunately anyone working for a major publisher does not have the freedom that Valve has. I love the process, I envy these guys and I am now going to erase the idea that I can do this from my mind, so I am not depressed for the rest of my life.
BOOTH CRAWL!!!!
Saw way too many people (mainly production people) I know looking for work. It is sickening that the producer ends up taking the fall when their respective project does not succeed in the marketplace. But this is our world and we know what the ramifications are. Go down with the ship my friends!
Beer was flowing, got a bunch of cards and contact info, mostly from composers and students, but some good candidates overall.
IGF and GDC Awards
In speaking with Jamil Moledina recently, I told him that these were the best awards of all of the shows. Not pretentious, people actually excited about their awards, not the winner you expect, but the one that should have won, and so on. A really well put together awards show. Keep up the good work guys!
Disrupting Development (Satoru Iwata)
This event (and it was truly an event) was the one of the top highlights of the GDC 2006 for me. Iwata always finds a way to speak with Developers and not come across like a suit (which he is). Unlike Phil or even others in his own organization he is able to poke fun at the industry, the evil corporations and publishers and the mystery of making games for fun, then for profits. Say what? Fun games that will sell? These guys have always gotten GDC right and this year did not disappoint. Iwata’s anecdotal story of the inception and creation of Brain Age was hilarious and insightful. They rolled out the fact that they would be putting out all of the Hudson and Sega Genesis games via online….Awesome, and rolled out the new Zelda DS game. When you think about it, it is awesome that Iwata and team were able to speak so little about the Revolution and still everyone walked away with a smile on their face. This is testament to the fact that they are speaking to the developers and not “at us”. We know Revolution will be cool and we are cool with them waiting to tell us at E3. Can’t say the same for the “Big S”. Good luck to Nintendo this time around. Free Brain Age at the exit door was the icing on the cake. My wife is still pissed that my Brain Age is 20 in the game. We should hit this subject on the next blog as it has come to a point where we (my wife and I and several others I know around the office) are competing to see whose brain is youngest. Crazy times and a huge win for Nintendo, whudda thunk?
All for now.
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