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April 2001
SURVIVAL
OF THE FATTEST: HOW I (BARELY) MADE IT THROUGH ANOTHER
GDC
By
François
Dominic Laramée
Show was good. Flight was
bad. Food was atrocious.
Oh, you want the long
form? OK. You know I’m not one to shut up when there’s
an audience within earshot. So, brace yourselves, cuz
here’s my report on the 2001 Game Developers
Conference.
GENERAL NOTES
I was a speaker this
year, which means that I was invited to a truckload of
special events and parties, but being me, I didn’t go
to any of them. I prefer the quiet gatherings of friends
I only get to see once a year. Anyway, from what I
heard, whoever sponsored these big shindigs seemed to
have a lot less money to throw around than last year,
and it showed. So you and I didn’t miss much. That’s
it for the social report; on to more practical matters.
The Audience:
Attendance seemed lower than in 2000. Several factors
probably contributed to this: there have been layoffs
everywhere (including a high-profile bloodbath on the
first day of the show), fewer publishers were at GDC
discussing deals, and the conference’s ever-increasing
price tag has crossed a lot of people’s breaking
point. On the other hand, the crowd was a lot more
diverse than usual, with sessions targeted to female
developers filled to capacity, and significant numbers
of Eastern Europeans, South Asians, Scandinavians and
Japanese in the audience (and, sometimes, at the
speakers’ podium as well).
The Expo Floor:
Nothing truly revolutionary this year; Alienbrain,
WildTangent and most of the commercial game engines have
made significant improvements, but nothing
Earth-shattering. There was some good news for indie
developers, as Garagegames and RealArcade will both
provide low-cost licenses to solid engines (Tribes 2’s
V12 and Lith, respectively). Otherwise, there was a
general aura of wariness about the floor, as companies
cut back on last year’s lavish giveaways and were far
less outgoing (aggressive?), on average, in their
approach to visitors. Seems like a lot of folks are
afraid of what Xbox could do to their businesses.
What’s that you say?
You want to hear about the booth babes?
Well, I’ll only mention
two things. First, ELSA may not have the most effective
trade show strategy in the world (to this day, I am not
clear on exactly what it is that they do), but they must
spend a fortune on model searches. Second, the folks at
iSmell (the company with olfactory peripherals for
games; yes, they’re still around) should be more
careful with their money, because the women they put in
Playboy Bunny outfits seemed sufficiently decrepit to
have been part of the original staff at the Playboy
Clubs in the early 1960’s, and that is NOT how you
attract game developers.
The Job Fair:
Nowhere was the general aura of uneasiness more obvious
than in the job fair pavilion. Recruiting firms occupied
a good proportion of the floor, and many of the actual
development companies’ booths were manned passively or
not at all. Hiring efforts were lackadaisical at best;
certainly, they had nothing in common with the assaults
and kidnapping attempts to which I was subjected last
year. Kudos to the State of Maryland, who made every
effort to attract developers to their area, and who gave
away about a billion of the nicest t-shirts at the show!
THE BIG ISSUES
Last year, identifying
the "theme of the show" was easy, because
online distribution (specifically the episodic kind) was
on everyone’s lips. This time, it was a bit different;
trends had to be inferred as much from what people weren’t
saying as from what they were. Therefore, what I am
about to say is very much a matter of interpretation.
The highlights of the show, as I saw them, were:
Very little presence
from the console manufacturers. Microsoft didn’t
show a single Xbox launch title, preferring to unwrap
the goods at the Tokyo Game Show and E3. The only Xbox
development systems on the show floor, in fact, were in
middleware companies’ booths. The situation wasn’t
any rosier for the competition: there were only a
handful of PlayStation lectures (one of which reportedly
degenerated into an insult-throwing contest) while
Nintendo, who sponsored the little bags of goodies given
to attendees at the registration desk, was nowhere to be
found on the show floor.
There was a bad vibe
about PlayStation 2. Developers were unhappy about
the machine, the tools, the launch and Sony’s support.
More than a few people seemed to think that the machine
would be killed by Xbox and swept under a carpet by Sony
within a year. While such a debacle is unlikely (Sony
won’t give up the fight easily, and they are in far
better fighting shape than Sega), it does look as if the
pole position is definitely slipping out of Sony’s
grasp for this generation of consoles.
Lots of people betting
the farm on wireless games, despite WAP’s failure.
And with good reason, NTT DoCoMo’s i-Mode cellular
phone system of Japan having come out of nowhere to
become the #2 ISP in the world in less than 2 years. The
i-Mode business model certainly has a lot to inspire
content providers, as entertainment services charge
subscription fees of $1-$3 a month, 91% of which is
pocketed by developers and publishers. (Try to find THAT
sort of deal anywhere else!)
At GDC, wireless made a
pretty big splash. There were more lectures about
wireless development than about Xbox and PlayStation
combined, and the two most interesting/impressive
technical innovations on the floor (Blender’s 3D
modeling tool running on a PocketPC and Synovial’s
cross-platform development API for wireless games) were
in that area. The most oft-quoted reports at the show
claim that "the most common internet appliance of
the future will be a cell phone with an IP address"
and that "wireless entertainment will be a $6
billion market by 2005." Given the paltry sums
required to produce a WAP or i-Mode game, it certainly
seems that wireless should be the entry-level market of
choice for new developers in the next few years. (Then
again, wasn’t online multiplayer supposed to be even
bigger than that by now? So, who knows, really?)
The number of viable
gaming platforms is growing fast. A couple of years
ago, there was PlayStation, Nintendo 64, and (for a few
of the luckiest) PC and GameBoy. Now, it looks like Xbox,
PlayStation 2, GameCube, GameBoy Advanced, PalmOS,
PocketPC, cell phones, online, interactive television,
even DVD players equipped with a special chipset (and
who knows what else) will provide opportunities to
developers who can produce games effectively, for
targeted and often non-core audiences, within realistic
budgets. Which is good, because breaking into one of the
"big platforms" is just about impossible for a
new company without a track record; if you read between
the lines during the business-track events, you couldn’t
help but concluding that savvy publishers are open to
the idea of taking a chance on an unknown quantity for a
$150,000 GBA title, in the hope of grooming them into a
long-term part of their stables, but that they won’t
do it for a $3,000,000 console behemoth.
Retail distribution
isn’t going anywhere. In fact, it is growing.
Criterion Software’s David Lau-Kee cited a report
which predicts that retail game sales in North America
and Europe will grow from $8.8 billion in 2000 to $14
billion in 2005. Online distribution will be introduced
stealthily, for add-ons and other trinkets which won’t
anger the retailers, but full-scale digital transmission
of entire games won’t happen for a few more years
because "you can’t wrap a download at
Christmas!"
Middleware has arrived.
Oddworld’s Munch’s Odyssey is developed
entirely in NetImmerse; that, by itself, should be
enough to prove that the quality of middleware has
reached AAA levels. David Lau-Kee also said that between
250 and 300 studios worldwide use Renderware, and that
about 11 PlayStation titles built upon it were released
last year. For small and mid-level developers, finding
good ways to customize middleware to suit their own
specialties is fast becoming more cost-effective than
creating a complete technological base of their own.
SUNDRY PERSONAL COMMENTS
I concentrated on
business and wireless sessions this year, so I missed a
couple of the show’s highlights (Will Wright’s
lecture comes to mind; everyone who sat in says it was
absolutely brilliant.) I did get a kick out of Hal
Barwood’s "Four of the Four Hundred", during
which he talked about rules of game design, and Jay
Powell’s tightly packed discussion of contracts. If
these two are on the program next year, make sure to
attend.
If you go to the show
next year, pick a hotel that’s close to the light rail
track. Service is fast, inexpensive ($1.25 for a single
passage), open 24 hours a day and there is a station at
the convention center itself. Much better than touring
the slums of San Jose in GDC shuttle busses after
waiting outside for an hour in the morning. And you can
save a bundle compared with the official hotels with
shuttle service, too; I snagged a very nice room for $79
a night, across the street from the train station, and I’m
sure I could have done better had I worked a little at
it.
Oh, and bring plenty of
restaurant money. I didn’t think it would be possible
for this year’s GDC lunches to surpass last year’s
in the cruddiness department, but I was wrong. Somebody
please tell the caterer that skin and fat should be
peeled off the marinated chicken before it is packaged
into sandwiches, that broken toothpicks aren’t a
condiment, and that the mayo in whatever it was that
passed for potato salad isn’t going to be very good
once the little boxes have rotted on tables for 3 hours.
That’s about it for
this year. All in all, a good and useful week, as
always, and a very enjoyable one; I hope to see you
there in 2002!

Bio
François Dominic Laramée has plagued the game industry for almost a
decade, during which he finagled his way into a variety of short-lived
jobs as studio head, producer, designer and programmer until he ran out
of luck and had to become a freelancer. He is responsible for
single-handedly wrecking over 20 titles released on half a dozen
platforms, has waylaid thousands of readers with his articles, and
somehow managed to con two different universities into granting him
graduate degrees. (Well, one he's still working on.) Visit
his mediocre web site, http://pages.infinit.net/idjy,
at your own risk.
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