April 2004

DEVELOPER'S LIFE PART 16: SAN JOSE FOR THE LAST TIME (AND NOT A MOMENT TOO SOON)
By François Dominic Laramée

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The Expo Floor
I didn't spend much time in the Expo this year, but judging from the comments I gleaned from other participants I don't think I missed a whole lot. There just wasn't much happening, with the partial exceptions of the job fair, which seemed larger and more active than it had been in recent years, and the book publishers, ever more numerous and carrying gigantic collections.

Apparently, the exhibitors knew they didn't have much of an argument to attract crowds, because many of them resorted to high-priced lottery items and to the annoying tactic of requiring winners to be present at their booths at the time of the draw to receive their prizes. Note to all exhibitors: showing up at the same booth every half hour for three days, hoping to win an iPod, is creepy. Do you really want to encourage that kind of behavior?

The big lotteries notwithstanding, the free stuff to be collected on the expo floor this year delved ever deeper in the nether regions of cheapassitude. I had broken my key ring the week before the show, so I was grateful for the sturdy ones nVidia were giving away. I also grabbed two fortune cookies (flavors: Red Chemical and Green Chemical) and three t-shirts, one of which I might actually consider wearing outside of the house someday. Even the speaker freebie, which used to be cool (a board game of Go, a little device with 12 classic Atari games embedded) devolved into a 3D ViewMaster kiddie toy with pictures of last year's GDC in it. That sort of thing is entertaining for maybe 1.5 seconds, which coincidentally is how long mine worked before it broke. One hundred more grams of plastic in a California landfill.

Other than that, nothing; I'm not about to get the rubber-glove treatment from an overzealous airport security officer just to bring home a Nerf missile.

Speaking of t-shirts, long gone are the days when you could renew your entire wardrobe during the booth crawl. These days, nobody has t-shirts, and everybody has beer instead, which strikes me as odd from a marketing standpoint: a t-shirt transforms a person into a walking billboard for years, while beer is gone in minutes. Plus, if you drink enough of it, you won't even remember the company that was gracious enough to provide you with a hangover. Makes no sense to me. Maybe it would if I started drinking like everyone else.

And what about the booth babes, say you? Well, there's not much to report. S3 had a couple of attractive ladies. One bored-looking woman was passing condoms and "Practice Safe Publishing" fliers in front of the convention center. And there was this one girl clad in a bikini and body paint (don't know which company, don't care either), but you can't really call her a booth babe, because babes have to be, you know, attractive and nice and all that stuff. Whereas she looked scary and mean. Not that I can blame her; if I had to walk around with candy in my cleavage all day, I wouldn't be happy with my career either. Her cheetah-pattern body paint wasn't any better: I guess they were going for the Jadzia Dax vibe, but the result was more Chester Cheetos meets the Wicked Witch. Not quite worthy of a spot in the DigiScents Hall of Shame, but making a strong case for a Dishonorable Mention.

The Quotes
Here is a collection of the best lines of the week, in no particular order, and hopefully not too mangled by my meager powers of fast transcription. Some contain good advice, while others just poke fun at the entire world:

[] "The job of a puzzle designer is to make people feel smart." – Scott Kim, Casual Games Summit.

[] "How big can games be and still be any good?" – Soren Johnson, Lead Designer, Civilization 4.

[] "Microprose didn't consider Civilization to be a franchise, so they didn't expect much from Civ2." – Soren Johnson.

[] "The secret to a successful sequel: one third new, one third improved, one third exactly the same." – Bing Gordon.

[] "Anyone who wears sunglasses indoors and is not blind is a wanker. And anyone who does kung fu in a raincoat is a moron." – Ernest Adams on The Matrix.

[] "Be obsessive about the first 30 minutes of gameplay." – Neil Young, producer of The Lord of the Rings: The Return of the King and new general manager at Maxis.

[] "My bad." – Neil Young, answering a question about why Return of the King is so much harder than The Two Towers.

[] "Polygon for polygon, PSP is more powerful than PS2." – A developer whose name I didn't catch, during the Sony keynote.

[] "I'd like to thank [my boss] for the raise he's about to give me." – One of the IGF award winners.

[] "I wanted to make pinball machines. Only after joining Namco did I learn they didn't make pinball machines and I'd have to design video games." – Toru Iwatani, creator of Pac Man.

[] "Most people don't like things that are too difficult. Players need to understand and accept the reasons for their failures." – Toru Iwatani.

[] "Confucius say: Man who watches dirty movie on little television, envious of man with big one." – Expo floor fortune cookie. Sigh…

Personal Comments
Before I go, let me share a couple of observations that don't really fit anywhere else:

[] The surreal two-part "movie" starring the Super Mario sprites that Neil Young showed during his lecture was a sight to behold. No need for high technology to convey emotion; little blocky characters can do it if we give them the right dialogue.

[] A priceless moment: the S2 team, winners of the IGF's Seumas McNally grand prize in the open category, gave a rather lengthy but touching acceptance speech – and then left the stage without their award.

[] Not quite sure what to think of Microsoft's XNA initiative, which is intended to merge the toolsets for Xbox and Windows. On one hand, anything that makes development easier is good. On the other hand, Microsoft's claim that XNA will cut down the amount of time devoted to building engines and tools from 80% of development to 20% is rather hard to swallow. On the gripping hand, some of Microsoft's game initiatives have been amazing successes (DirectX), while others have garnered reasonable acceptance (Xbox) and others have vanished utterly (a proposed graphics hardware standard their evangelists presented to us back in 1997 and whose name I can't even remember). So who knows; maybe we'll all be praising XNA for revolutionizing the industry in 2009. But I doubt it.

[] The game I am most looking forward to after the show? Civilization 4. Lead designer Soren Johnson gave us a quick peek at the series' next installment, which will feature religion as a gameplay element, ditch those annoying whack-a-mole pollution squares, and integrate Python to help fans design their own AI. Can't wait.

[] Creepiest thing I've seen all week: During the PlayStation keynote, all of the people in the videos were identified by name, except for EA employees who were simply referred to by job title. I hope it was a mistake. I hope.

[] Ego boost of the week: Dave Arneson, the "father of role-playing" and co-creator of Dungeons and Dragons, read my game design book and he liked it! Woo hoo!

[] During his keynote address at the Business Summit, Ray Muzyka stressed the importance of building developer brands in addition to the ubiquitous publishers'. That's a good idea, but I would go one step further and say that we need to push individual developers of valor as genuine stars. Bosses won't like the idea, because stars cost money, but there's just no justification for the fact that millions of players don't know who Will Wright is.

[] The idea of distributing the conference t-shirts at the Choice Awards didn't work any better this year than last. The lines were enormous, the shirts apparently not even packed together by size, and the staff, left to sort through their piles in the dark. The fact that there was a buffet with even longer lines in the tiny Civic Center lobby only compounded the chaos. Come on, guys: I know you're saving a few bucks by not giving shirts to people who don't sit through the awards, but at $1,200 a pop, you're not going to get any sympathy from this corner. Give the shirts at registration and find another way to pack the room for the awards.

The Best For Last
Finally, the GDC is moving out of San Jose! No more traffic jams caused by roadwork that makes no measurable progress from year to year. Better yet: San Francisco, the GDC's new home, has direct flights from just about everywhere; no more connections in Chicago O'Hare (a lovely place, if you don't mind staying there forever) or Washington Dulles (the T terminal needs to be fumigated, then bleached, then torn down). Best of all: no more San Jose Convention Center food! Yay!

Bottom line: I wouldn't have bet on it two weeks ago, but it looks like I might be going again in 2005.

Now, about that speaking schedule…

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BIO
If you aren't really tired of FDL by now, don't say so in public unless you are looking for a serious beating. He's been the bane of the game industry for over 10 years, during which he cajoled and threatened his way into over 20 credits as designer, producer, programmer and writer. For some reason, magazine and book editors seem to like him; his Game Design Perspectives and Secrets of the Game Business are available now from Charles River Media. With the dozens of articles he has contributed to other industry publications and the roundtables he hosts at GDC every year, it is getting really hard to avoid him these days. But there is hope; FDL has been freelancing for 5 years, so we expect him to starve to death any day now. Visit his mediocre web site, http://pages.infinit.net/idjy, at your own risk.

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