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A Game Developers Conference 2008 Postmortem

The 2008 Game Developers Conference was a bit of a confusing experience for me. To begin with, I felt out of place. Anytime I introduced myself to someone—”I’m an interaction designer, I work freelance”—I would usually get a blank stare. (Not many independents making a living in the games industry it seems.) At a lot of the talks, I was struck by the huge gap between the practice of UX designers native to the web, and designers working in the games industry. I’m generalizing here, but I’ll give some examples:

If that doesn’t get me flamed, I don’t know what will.

GDC 2008 was huge. By far the largest conference I have ever been to. I heard someone mention the number of 16.000 but I could be completely off. The program committee obviously went for quantity over quality—I attended some really great talks, but also some really bad ones. In addition it was hell to figure out where to go. In hindsight I missed out on some great sessions. Apparently everything was recorded, but they need to be paid forCMP apparently think they’re doing the games industry a service like this. I think not.

GDC Mobile in particular was a weird, depressing affair. The mobile game industry seems to have defined itself in such a way that there is no way for it to actually succeed. The majority are still trying to deliver a console-like experience on a small screen, completely missing the potential of the medium. Sigh.

Some themes I spotted:

There was more—I’d love to go over all the wonderful indie games I saw at the IGF and elsewhere for instance—but these were by far the most enjoyable sessions for me. If you’re looking for in-depth reports you could do worse than to start at Gamasutra. For me the real challenge begins now—digesting this and making it applicable for interaction designers on the web. I have a huge backlog of smaller posts lying around that I want to get out there first though (and this one has grown far too large already). So I’ll end here.

Related posts:

  1. My GDC Mobile 2008 Proposal: Accepted!
  2. A Playful Stance — My Game Design London 2008 Talk
  3. This Pervasive Games Workshop I Ran at This Conference


5 Comments

links from TechnoratiXboxicwrote an interesting post today on Here’s a quick excerpt The 2008 Game Developers Conference was a bit of a confusing experience for me. To begin with, I felt out of place. Anytime I introduced myself to someone—”I’m an interaction designer,

Posted by rayncity.com - game games on 28 February 2008 @ 8pm

links from TechnoratiAt a lot of the talks, I was struck by the huge gap between the practice of UX designers native to the web, and designers working in the games industry. I’m generalizing here, but I’ll give some examples: … Original post byKars

Posted by Based Conferencing Web on 28 February 2008 @ 2pm

I totally agree with your view on GDC Mobile. It was just sad and same old same but I think the innovation cards idea was a bit lame. I didn’t get how it would be different from the current ones like Ideo cards, GameGame cards… what ever there are. It would be nice to see such cards utilized IRL (outside universities and their funders (=companies)though). And I suppose there were over 18000 visitors!

Posted by PeckosB on 11 March 2008 @ 4pm

Hi PeckosB, thanks for dropping by. I liked the cards, but then I’m a sucker for creative techniques. I don’t know the “GameGame cards” you mention, but I think Annakaisa’s cards are unique because of the constrained set of nouns, verbs and adjectives they contain that are specifically tailored to mobile casual games. I’d love to give them a go in IRL, if I ever do I’ll post about my experiences.

Posted by Kars on 11 March 2008 @ 4pm

[...] 1986 LucasArts Entertainment Company. The essay can be read online over here. [↩]More about my GDC 2008 experiences. [↩]This principle is now being applied to the extreme in Yahoo!’s Fire Eagle. [↩]The [...]

Posted by Where social software should go next — Habitat’s lessons (Leapfroglog) on 21 April 2008 @ 5pm