Will Wright’s talk proved to be impossible to get into. The queue was going in rounds all over the building. (And later, it turned out that EA forbid showing the video of that talk. Really creating friends, that company.) Instead, I joined Staffan in Katie Salen’s roundtable on the education of game designer. Talking about the core of these emerging degrees we did found that there is quite an overlap with what I call game studies. The common vocabulary, ability to analyse games, research skills, and an understanding of both the games’ history and the design processes involved. Katie emphasised that a course in level design or one in interaction design might be crucial for an undergraduate, four year degree building up solid designer skills. Diversity and team-based learning and working strategies are something that is important, too. It might also be good (cautious) idea to have game design as a minor at the undergraduate level, like someone at the roundtable said. A solid major in some useful related fields could be a good idea before embarking on a master’s degree, or directly on an industry career. The acute challenge will nevertheless be creating the core game studies curriculum, to serve these different vocational – or not – new degrees.
My second roundtable on the identity of game studies was better in terms of coherence and constructiveness of discussion, but (or perhaps because of) there was no many people. The field of game studies will take off in numerous places rather soon, there is no question about it. Dedicated games departments will be a few, but games will be researched and taught from multiple angles in departments that otherwise centre on media, communication, software engineering or art.
We missed the James Cameron IMAX movie I had been wishing to see all week. Instead we got together with Sten Selander and other Swedish games guys and walked all the way to Height-Ashbury area. A trendy little restaurant titled “rlm” proved to be good, but also rather expensive. My credit card bills for the last month will kill me…
While driving away from S.F., I thought how to summarise my GDC’05 experience. I missed probably the best presentation of the show (Wright), and spent far too much time with my laptop dealing with work issues – but GDC was worth it anyways, and I am glad I made it. Getting into touch not only with the industry issues, but also with the bunch of academic colleagues who are finding game design relevant is important for our work in GameLab, too.
Heading back to Finland, I first ended up to the Chicago airport, which seems to beat my previous record holders (Heathrow and JFK) in misleading, missing or faulty guidance information. It has also ridiculous queues. Too little personnel doing the security checks for entire international terminal. Some really do know how to mess things up. United Airlines did not give us any food during the entire 4.5 hour flight from S.F., so I was hungry, tired and pissed off by the time I had navigated through this particular airport hell.
Cold and snowy, Chicago was already a step closer to home. There is something in the frozen earth: it affects people, their minds – in our case, probably also the national character. Cold is something you can rely on.
The precise, spacey systematic of Stockholm Arlanda airport was almost like being home. They even managed to keep track of my luggage, as I noticed when in Helsinki. Cup of hot chocolate, a two-hour bus trip to Tampere. Then a taxi. When at home, I calculated having spent a straight 20 hours on the road. Shower feels good.