Every GDC has a defining moment. Shigeru Miyamoto
getting a well-deserved standing ovation from a packed
house of his peers. Bill Gates announcing the Xbox.
Decrepit booth bimbos in skunk outfits shilling for an
odor-emitting PC peripheral.
This year's most memorable event took place during
Andrew House's PlayStation keynote. While showing off
the funky little EyeToy (which received an innovation
award and was ubiquitous on the expo floor), House
mentioned that Sony was about to release an EyeToy-enhanced
dancing game, which sounds like a winner to me. At which
point the craziness began.
House (paraphrased): "I am a lousy dancer, so I won't
demo the game for you. However, we have found a local
guy who'll be delighted to do it."
Me: "Local guy? Hmmm… Let's see… What can one find in
this area? Hi-tech companies, some universities…"
House: "In fact, he was not afraid to dance for all
of America."
Me: "All of America? Like, on TV? A tech guy, dancing
on TV?"
Gulp.
Me: "Oh no… They wouldn't dare…"
Oh yes they would.
Lights went down. Giant screens flared up. In rolled
the clip that made Him famous, as much for his grace and
contagious good humor as for his astounding levels of
musical incompetence.
House: "Ladies and gentlemen, here to sing and dance
to YMCA…"
And he entered the stage, to thunderous applause, in
all of his unexplainable splendor. The man, the myth,
the legend. The Real Idol.
William Hung.
William Freaking Hung.
As he prepared to slaughter a song that needs no
outside assistance to be unbearable, I stood up and
cheered.
Why not? He's one of us, in a sense.
Even now, as I reminisce about his painful
performance and a small part of me wants to look for a
sharp stick to poke out my mind's eye, I am delighted
that I was there to witness it. The triumph of the Geek.
Our triumph.
A Week of Surprises
I expected absolutely nothing out of this year's
show. In fact, I didn't want to go at all. I hate
flying, the past couple of GDC's had felt increasingly
irrelevant, and to top it all off, three of my four
sessions had been scheduled against must-see lectures by
Will Wright (for the third time in four years, I think),
Brian Reynolds and Peter Molyneux.
But I am now reconciled with GDC. Against all odds,
William Hung has a career, and I had a blast.
Heck, even the food was better than usual. On the
last day, the caterers finally ran out of their ten-year
supply of potato salad, and we got chips and Oreos
instead. Imagine that.
General Impressions
This show was BIG.
I don't put much faith in official attendance numbers
(there's no way there were 10,000 people last year), but
I have no trouble believing that GDC 2004 was the
biggest one ever. The place was packed, all the time.
Many of the sessions overflowed, the booth crawl was a
zoo, and the main plaza filled up long before the day's
first lectures. Even on the last day, usually a
depressing wasteland.
And the mood on the floor was generally upbeat,
although not for any single reason that I could point
out. Some companies are beginning to make a little money
in mobile gaming. The upcoming PSP may support
human-scale development for a few more years. There was
more action in the job fair than in previous years. And
maybe people were just happy to be away from the office
for a week. Who knows. But I'll take it anyway.
The Big Winners
Unquestionably, BioWare owned this show. Star
Wars: Knights of the Old Republic won Game of the
Year, Excellence in Writing and Original Game Character
of the Year at the Game Developers Choice Awards,
founders Greg Zeschuk and Ray Muzyka took home the IGDA
Award for community contribution, and BioWare staff held
several of the most popular sessions. Hats off, guys.
The Trends
Here are some of the recurring themes I picked up
on, in the sessions and in informal talks around the
convention center:
The business is not getting any easier. The
average console title now loses $10 in retail price
within 6 weeks of release (it used to be 12 weeks), EA's
Return of the King team peaked at 177 people, and
individual developers are working longer hours than
ever, so much so that more than half of them plan to
leave the industry within 10 years. (See the IGDA
Quality of Life white paper, edited by yours truly, for
more information on the unfortunate state of the
industry.) In fact, I heard the word "union" uttered
more than once, and not only during the Quality of Life
sessions. Have we reached the breaking point?
Industry heavyweights are leaving the beaten path.
Marc LeBlanc is an IGF winner. Hal Barwood and Bob Bates
are freelancers. I like it. As I said here numerous
times, the more alternative ways we can find to build
lives and careers that work for us, the better.
Moderate growth expectations. Even industry
analysts, usually prone to ridiculous levels of optimism
(gotta sell those reports, and rich people don't like
bad news), now seem to believe that we are reaching
maturity. Jupiter's Michael Gartenberg evaluates the
number of "console households" in the U.S. at 52
million, or 46% of the total number of households in the
country, with the figure growing to 62 million by 2009.
That's an average growth rate of less than 4% a year,
and some of these households may only have an old
Dreamcast gathering dust in a closet. And the average
online adult consumer plays 3.3 hours a week, a time
commitment much lower than what they give to the
Internet, TV and even radio.
True internationalization. About half of the
participants in the Business Summit were from outside of
the USA, which is amazing for a show held on the West
Coast. On the other hand, outsourcing was on everybody's
lips – but only as a recipe to further diminish the
slice of the money pie actually going to the people
making the games. Which is disgusting, not to mention
nonsensical. After all, while international
collaborations are a Good Thing when done right, Stephen
King wouldn't sell nearly as many books if he outsourced
their actual writing to some random kid in Uzbekistan.
The Best Sessions
As I hinted above, I was otherwise occupied during
several highly attractive lectures, so my experience may
be different from that of most other attendees. That
being said, there was plenty of entertainment and food
for thought to be had in those sessions I was able to
attend.
My personal highlight: the Designer's Challenge,
during which Eric Zimmerman tasked Raph Koster, Warren
Spector and Will Wright with designing games that tell
love stories. Will's "first-person kisser" embedded in
Battlefield 1942 was a sight to behold. Of
course, this session probably didn't provide a whole lot
of immediate practical value, but it did give us a
wonderful peek into three masters' minds. An experience
to repeat, especially since the game show-styled
Programmers Challenge has now vanished from the program.
Also highly worthwhile:
[] Hal Barwood's talk about cognitive
dissonance and immersion, in which he insisted on the
role of story to fill the gaps and on the player's
desire for wish fulfillment to overcome his conscious
realization that he is just playing a game.
[] Katherine Isbister's ten tricks from
psychology to enhance character design, which left me
wishing she'd prepare a full-day tutorial for next year.
[] Tim Schafer's "Adventures in Character
Design", packed with common sense advice that we ignore
at our own peril, such as: "Give the player character
the best lines/active roles" and "Have NPC's respond to
the player's awesomeness."
[] And especially a little gem of a lecture by
Toru Iwatani, legendary creator of Pac-Man. It might not
have been the most practical, nor the most timely, nor
even the most focused, but hearing from the master
himself that his first three games had been failures,
and that his programmer thought the little animated
vignettes between Pac Man's levels would be a waste of
time, and that his boss wanted all of the ghosts to be
painted bright red because he thought that four colors
would be too confusing, was enough to give me a strange
little hope. Plus, I got to spend one hour listening to
Toru Iwatani, which by itself makes my little corner of
the universe a brighter place.
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