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:

  • Game designers still don’t strive to understand their audience and the experience they’d like to have.
  • Game designers still don’t understand the significance of the web. They very rarely embrace the web way of doing things.
  • Game designers quite often aren’t able to think on different levels of abstraction about their medium, art form or whatever you want to call it.

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:

  • Techniques for enhancing creativity: Annakaisa Kultima, a (game)researcher at the university of Tampere in Finland presented game-like techniques for idea generation. I’d particularly love to play around with her NVA cards. Sam Coates and Graeme Ankers of SCEE showed how they’ve improved innovation and concept creation using a whole range of techniques including lateral thinking.
  • The web way: There were some happy exceptions to the general ignorance of the power of the web. Justin Hall demoed PMOG—an exciting concept using the web as a gaming platform. Hopefully this will start a whole wave of “datagames”. Raph Koster blew me away with his very techy antemortem of Metaplace—a complete reinvention of MMOGs built from the ground up both with and as web technologies.
  • Story, drama, narrative, blah: “The audience are not your mom. They don’t care about your stupid story,” said Ken Levine, writer and designer of the critically acclaimed BioShock. I’m still not sure BioShock is actually as revolutionary as people make it out to be. But Levine’s approach to story in games—having multiple levels of detail that can be consumed as the player sees fit and telling the story through the environment—makes sense to me. I enjoyed Peter Molyneux’s demo of Fable 2 mostly because of his criticism of American prudishness. “If this were Germany I’d be naked on stage right this moment.” Molyneux attempts to create drama through simulation. Offering freedom of choice, but choice with consequences. I wonder if this is a road leading nowhere…
  • Mobile: Some people attempt to play to mobile’s strengths, with great success. DC of Pikkle in Japan showed a lot of crazy-ass Flash Lite games that are delivered over mobile web. These mobile social games completely circumvent the carriers and consequently disrupt the whole mobile market over there. Shades of Playyoo here—although Pikkle has the benefit of 90% Flash Lite player penetration, whereas in Europe we’re apparently on 20%. Equally true to mobile’s nature but offering a completely different experience is location based gaming. Jeremy Irish talked about the origins of Geocaching and showed wonderful work he is doing at Groundspeak. Location based games are full of emergent complexity. I enjoyed hearing that Irish tries to have players be in the world in stead of the screen when playing.
  • Miscellaneous: Sulka Haro‘s talk about Habbo was surprisingly thoughtful. Lots of good stuff on identity play and how Habbo’s lack of explicit support for it is not holding players back—on the contrary, less features seems to create more space for play. Takao Sawano of Nintendo delighted me with an in depth look at the evolution of the Wii Fit controller. Secret of the big N’s success is clearly the close collaboration between its hard- and software divisions. Rod Humble unveiled The Sims Carnival, EA’s contribution to the continuing democratization of creative tools (again reminiscent of Playyoo). Humble proved to be a very knowledgeable not to mention funny speaker. Seeing Ralph Baer and Allan Alcorn play PONG on the Brown Box was awesome.

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.

Reboot 9.0 day 2

(Waiting for my train home to arrive, I finally have the opportunity to post this.)

So with Reboot 9.0 and the after-party done, I think I’ll briefly write up my impressions of the second day.

Stowe Boyd – Good talk as always, offering a new definition of ‘flow’. I guess his attempt to have people open themselves up to the beneficial sides of being intermittently connected was a success.

Marko Ahtisaari – Interesting character with a good story to tell. His free mobile operator for teenagers scheme made a lot of people curious. (Free stuff always does that, it seems.)

Lee Bryant – Very fitting to the theme of human?, a touching story of how former inhabitants of a Bosnian town used social software to reconnect and rebuild the town.

Julian Bleecker – Cool stuff on new ways to interact with computing technology beyond the utilitarian and efficient, into the realm of play.

Dave Winer – An interesting character having a nice conversation with Thomas. I enjoyed his offbeat remarks and dry wit.

Guy Dickinson – Another round of micropresentations, this time with me participating. I stumbled several times. Next time I’ll prepare a custom talk for this. The other presenters were awesome.

Rasmus Fleischer and Magnus Eriksson – Two cool young anarchists with interesting ideas about file sharing and the future of music. Too bad large parts of their presentation were read from a sheet.

Leisa Reichelt – A carefully put together overview of ambient intimacy, what it is and what it’s for. Next step: coming up with design guidelines for these types of ‘tools’.

Matt Webb – Delivered on the expectations raised by his performances previous years. Interesting to see him move into experience design territory and hear his take on it. Very much applicable to my daily work in designing web services.

Dinner and the after-party were great (although it seemed that the reservations scheme had gone awry, they had no place for us at our chosen restaurant). I guess drinking and talking into the night at Vega with a lot of confused locals around was a fitting way to end another great Reboot.

Reboot 9.0 day 1

So here’s a short wrap up of the first day. I must say I’m not disappointed so far. The overall level of the talks is quite high again. Here’s what I attended:

Opening keynote – Nice and conceptual/theoretical. Not sure I agree with all the claims made but it was a good way to kick off the day on a gee whizz way.

Jeremy Keith – Good talk, nice slides, didn’t really deliver on the promise of his proposal though. I would’ve really liked to see him go into the whole idea of life streams further. The hack day challenge sounded cool though.

Stephanie Booth – Very topical for me, being a bilingual blogger and designer often confronted with localisation/multilingual issues.

My own talk – Went reasonably well. I guess half of the room enjoyed and the other half wondered what the f*** I was talking about. Oh well, I had fun.

Ross Mayfield – Could have been much better if it hadn’t been for technical screw-ups and perhaps some tighter pacing by Ross. Still the work he’s doing with social software is great.

Matt Jones – Very pretty presentation, nice topic and Dopplr looks cool. I’m not a frequent flyer but I can see the value in it. Still not quite sure it will improve the consequences of air-travel though.

Nicolas Nova – Came across as the high concept, theoretical twin to my talk. Lots of cool pervasive game examples. Nicolas always boggles my mind.

Jyri Engeström – Cool to see how he’s developed his talks throughout the past Reboots. I guess he delivered on his promise and stayed on the right side of the ‘I’m pushing my product’ line.

The evening program – No micro-presentations (which to be honest was fine by me, being quite exhausted). Good food, nice conversations and plenty of weird generative art, live cinema etc. All good.

On to day 2!