The design and business of gaming from the perspective of an experienced developer

Category: Shows and cons (Page 4 of 5)

E3 – Toned Down, In Theory

The fiancee insisted that I point out that the powers that be at E3 have decided to cut down on the rampant nudity and other assorted naughtiness on the show floor.

I’m of two minds on this. I’m not adverse to a little skin and a little showmanship to hawk games. To be honest, I’m glad when Lara Croft signs photos – those 400 chuckleheads waiting in line are 400 idiots I don’t have to compete with in the line for something with, say, gameplay. And yes, ladies, I favor equal time in the form of Duke Nukem and the Prince of Persia in whatever state of undress works for you. Continue reading

AGD Summary Part 5: Random Thoughts

Just some other random thoughts from AGD.

The conference still has too many panels. Panels are good and all if the participants squabble (as Ted Castranova and the guy from IGE nearly did), but the best talks are when one speaker gets a chance to talk at length about some hair-brained idea he has. That’s actually how I sold my speech to the powers that be. In a panel, if someone says something totally on crack, the moderator steers things back on track, and too often you end up with a beginner’s course on any given field. To go off the deep end, a talker needs a chance to really be able to spout crack, and then have the time to back it up. Continue reading

AGD Summary Part 3: Platformania

In his keynote, John Smedley talked at length about the idea that the same game should run on your PC, your laptop, your console, your handheld, and your phone. My gut reaction to this meme has always been negative – it sounds like exactly the sort of thing that’s contributing to the ridiculous budgets we’re facing nowadays.

I’m also worried that, unless the handheld versions are limited to simple things like checking your shop inventory (and I actually favor things like this and SOE’s excellent guild pages), these lower-end versions could result in a ‘dumbing down’ of the primary products. Can you make a game that graphically competes with WoW, if you also have to guaruntee the product will run on a PSP?

The other challenge would be organizational. Even supporting two platforms (Windows and Mac) can make testing and patch deployment difficult. Adding additional platforms just increases the logistical complexity of making fixes when they are necessary. And when the fix is crucial, such as a dupe fix, agility is what developers love.

Is addressing this doable? Certainly, but the level of organizational commitment necessary certainly means that you need to be sure that its something the players will find viable. I think most observers of the industry realize that it’s mentally healthy to seperate these game players from their games from time to time. I think most player’s recognize it too.

AGD Summary Part 2: Bleeding Customers Is The Future

Raph has said that the overall theme of AGD was ‘change the world’. I think that shows his idealistic side. To me, the recurring theme seemed to be ‘how can we shake users for loose change?’ Runescape, Station Exchange, and Real Money Trades came up very frequently, to the point I was tired of hearing it by the end of the first day.

I understand there was a heated exchange between Ted Castranova of Terranova and Steve Salyer of IGE on their panel, with Ted saying “I’ll stop interrupting you once you say something truthful.” Unfortunately, I got in the room right after that exchange so I missed it, and can only relate it anecdotally. On that panel, a Sony representative said that they were spurred by the decision to do SOEbay by the fact that 40% of their service calls were related to dealing with potential RMT fraud. Smedley in his talk says that we can expect to see Sony try to make a game where RMTs are much more central to the game experience in the future. Continue reading

AGD Summary Part 1: Sex In Games

The nice thing about living in the town where a major conference is being held is waking up the next day in my own bed. Sure, with a hangover, but that’s a lot better than the standard GDC ‘what-the-hell-way-I-thinking’ airplane trip home.

On Wednesday, I went long enough to see the Sex in Games talk hosted by Brenda Braithwaite, who helps run the Sex SIG for the IGDA. Her talk was very good and very funny – while I was well familiar with the history of sex in games (I’m a … er… student on the topic), she encapsulated it well, managing to give insights into it without condemning or condoning it. Continue reading

That Thar Ludium Thing

So I spent half of last week in Bloomington, Indiana (which was very lovely, I might add) attending a Ludium. Now you might be asking what a Ludium is. That’s okay. Dictionary.com doesn’t know either. Hell, I didn’t even really know when I signed up. But here is what the Ludium was meant to be, as written up by Edward Castranova of Terranova, who was the brainchild of the event:

What’s a Ludium? It’s an academic conference built as a live-action game. At this one, a mixed group of academics, MMORPG designers, and experts with funding contacts will compete to come up with the best ways to use avatars in university research. Anyone who reads this page knows that basic research using the technology of multiplayer persistent gaming will open countless new approaches to the exploration of human sociality. That’s valuable in and of itself, but there are all kinds of spinoffs that advance the agendas of others. There’s IP for businesses in this; information-spreading tools for foundations; policy levers for government. There are so many good research ideas that the question is not whether we should do anything, but where do we start? This conference will try to pick out the five best ideas and lay down, concretely, the pragmatics of working on them. Who benefits? How deep is the impact? What will this kind of work cost? Who will fund it? How quickly will the results be available?

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Parks and Casinos

I generally haven’t been watching the blog because work’s been keeping me busy – Wolfpack’s preparing a dog and pony show of our new project for the Ubi brass. Also, when I’ve had time to poke my head out to look for my shadow, I’ve been too busy casting stones in this Terranova thread, which covers design of social spaces vs enforcement of them. A poster there insists that designers worry too much about enforcement, and not enough about designing compelling social spaces. Nonsense, I retorted. Central Park was considered a deathtrap until they stepped up enforcement, and now it’s one of the safest urban parks in the world. Somewhere along the way, Scott brought the snark.

Ironically, the Austin Game Conference has accepted my lecture proposal regarding what MMOs can learn about Casino design, and how more designers should take lessons from other fields when designing social spaces. It’s a lecture idea, I might add, I’ve been letting stew in my head for more than a year. I would have posted it as an article here but then none of you would have been able to get a response past Spam Karma. =)

Hot Coffee Panel

Tonight I did the Hot Coffee panel. I think it went well. I was smart enough to get one panelist who clearly wanted to agitate – which was a good thing. Nothing’s more dull than watching a panel with three guys who agree with each other. Still, I think there were some people in the crowd who were shocked that a game industry professional under the age of 40 would be preaching the need for social responsibility. Continue reading

Fixing E3

While a lot of people were delighted by their E3 experience, there was a lot of grumbling by people who had been there before. The author of GameDrool is one of those people.

Why am I so cranky about these fan boys? Because they prevent me from actually looking at the games on the show floor, which is not only my job, but also everyone else’s. Do you really want to be pushed and shoved around as you walk from booth to booth by a dude whose sole objective is to get the attention of that young lady throwing out a t-shirt?

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