In Thursday, I took a quick dip into the panel about the state of the mobile games industry. It was sort of enlightening, particularly about the US situation. Greg Ballard was speculating about the future, and it seems that there are contradictory expectations: both those of consolidation and more predictable “quality of product”, and those of a revolutionary novelty, success story to wake people up to the full potential of mobile games. The general scepticism towards multiplayer mobile games was also interesting to hear.
The panel was also advertising the (free) 2005 Mobile Games White Paper:
http://www.igda.org/online/
My drowsiness may also in part be due to the indie game and Game Developers Choice Awards ceremony last night. Cheerfully like a nerdie, subcultural version of Oscars, this event is fun to follow. Half-Life 2 took the main prize, no surprise there. Best, and most rambling talk was that of Richard Bartle, who was given the “first penguin” recognition. – I would recommend taking a look at the indie game finalists, many of them are really breaking away from standard genres:
http://www.gamespot.com/igf or http://games.download.com
I have not heard the actual numbers, but the crowds here are almost too much. Getting a seat at the grand ballroom during the keynotes means getting in line (or mass of people) about half-an-hour before the scheduled time. Otherwise, you are standing somewhere, or trying to find a spot at the floor to sit down. There is probably an upper limit to how large a conference can get before becoming dysfunctional, and GDC is currently approaching that line.
The keynote “Heart of a Gamer” by Nintendo’s President, Satoru Iwata was not as suave as MS’s Allardt’s, but a sympathetic one. Emotion is the bottom-line for measuring of game’s success. Challenge & reward is the core mechanic for balancing a game design. And ideas, creativity was the third element Iwata-san emphasised. Growth of the business was also in the agenda: 18 billion dollar market from US and Europe alone, US market up 8 % last year. Concern for the narrowing of vision seemed genuine. Innovation, intuition, inviting and interface were the 4 “i’s” Satoru Iwata hailed as the Nintendo criteria for their software. Criteria seem a bit overlapping, though. Rest of the talk was dedicated to a look at Nintendo DS software. The “Nintendogs” puppy trainer was a charming one, and strengthened my belief in the role of sound is the next key interaction modality to take off.
John Underkoffler (ex-MIT researcher) spoke about science literacy and its relation to entertainment. As the science consultant for Minority Report, he was actually really interesting to listen to. The primacy and spread of display into all kinds of surfaces was part of this particular vision of future – which was, btw, fundamentally a dystopia like Underkoffler reminded us. After showing off a bunch of really interesting projects, and perhaps the most powerful gesture controlled interface I’ve ever seen. And also giving really tempting advance press to some small-budget SF-film, which name I unfortunately do not remember any more.
Peter Molyneux was not so convincing in his first talk I heard, about the future of game design, as it proved to be mostly dedicated to technology demos which was not exactly what the title promised. The second one was a Fable postmortem, which was more interesting in its starting point as backwards reflection and analysis. Fable started as a battling-mage multiplayer PC game called “Wishworld” in 1998. The RPG-style idea of morphing character, hero & world (for a console) emerged in 1999 re-design. This became the “Project Ego” in 2000: player was supposed to “become” the hero, actions changing every element of the game. In 2002 there was showing off the prototype technology. In 2003 name was changed into Fable, and the original release date was starting to lag. Molyneux, standing next to a Microsoft guy (Josh?), was all friends about the joint cutting-down and redesign process – except for the multiplayer, cutting of which (at the last moment) still really seemed to irk Molyneux. He also made new promises about the PC version of Fable, currently in the works.
My own roundtable, “Looking for the Hard Core of Game Studies” had a bumpy start, as there was no projector (despite me repeatedly asking for that) and I tried to circulate some printouts of my PowerPoint presentation. The discussion was interesting, even if the polarisation between “industry-useful” trade skills and “useless” humanistic theorization emerged rather strongly. But there was also much fruitful boundary-crossing between the extremes. One hour was of course ridiculously short time for the topic.
Same could have been said about the last session of Thursday I participated in; the academia-industry relations panel consisted of behavioural researchers, educators and an economist (Castronova), and raised several good points. Had a couple of beers with some of this (Terra Nova – DiGRA) bunch later.
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