Yes, it's that time once again: good old FDL is back
with yet another edition of his very personal, very
subjective and not very lucid report on the Game
Developers Conference.
For the three or four of you who have resisted the
urge to hit the browser's "Back" button, sit back and
try to enjoy the ride. I did not endure four flights,
four hours of delays, an uncomfortably thorough search
at the airport, several bruises caused by the kicking
baby in the next seat of Flight 1520, and five days of
GDC food for nothing!
General Impressions
Unquestionably, the show felt much smaller this year
than last, in several ways:
Fewer sessions. Not so much in terms of number of
lectures as in number of time slots. The organizers
wisely decided to cut back on the last day's program a
little, since many people are too exhausted to
contribute after the Friday night parties.
Fewer people, for less time. The crowd also
seemed much older than usual on average. With the
current economic uncertainty and the conference's high
price tag, many companies probably decided to send their
leads and executives and keep the rank and file at home.
And it seemed that those who came mostly did so for the
three-day "regular GDC": the hallways were very quiet in
the early part of the week, devoted to full-day
tutorials.
Less diversity. Europeans, who were everywhere
last year, have come in much smaller numbers, despite
the Wireless Summit. The emergence of GDC Europe
probably explains this phenomenon.
Fewer exhibitors. Last year, the trade show floor
was packed, and both the job fair and the lunch area
were moved to another hall across the street. This year,
not only did everything (including the IGF) fit inside
the main expo hall, but there were also a couple of
sit-down areas in prime locations. Thankfully, the job
fair itself was busier than in 2001.
There is also a welcome tendency towards thematic
balance within the conference's program: it seems that
every year sees more lectures and roundtables on
business, design, audio and art topics. On the
programming side, however, I have heard a few developers
complain of a lack of truly advanced lectures.
The Week's Keywords: Optimistic
Skepticism.
As an industry, we have every reason to feel good about
the next couple of years. After all, we have just
crushed the previous annual sales record, and the Acacia
Research Group predicts that the numbers will leap to
$15 billion this year.
However, unlike previous years, no one seems really
sure where this new growth will come from. There
was no palpable excitement over massively multiplayer
worlds (except Star Wars Galaxies), console
broadband, episodic distribution, wireless gaming or any
other radical change in the industry's dynamics. Of
course, with 4 successful platforms that have been on
the market for less than 2 years, there is nothing wrong
with expecting growth to occur largely of its own.
The Winners
Criterion Software, makers of Renderware, have every
reason to gloat. With 6 of the top 10 sellers during the
British Christmas season (including Grand Theft Auto
3), these guys have proven that they can wrestle
with anyone. Their large booth, right at the entrance of
the show floor, was consistently one of the most
crowded. (The free massages didn't hurt their popularity
either.)
XBOX was everywhere. An XBOX logo on the bag of
goodies handed out to participants. XBOX ads in the
convention center's stairways. XBOX pens. XBOX games in
the lobby lounge. XBOX full-day tutorial. Even XBOX
t-shirts on the custodial staff. Microsoft really wanted
to make a statement. And it didn't hurt that the most
impressive new project on display, Peter Molyneux's RPG
code-named Project Ego, will be an XBOX exclusive.
Facial Animation software makers. They were
everywhere on the show floor this year, and their
products are mightily impressive. Effective lip-synching
and expressive morphing will be among the keys to next
year's cinematic interactive experiences.
Dissemination of Information. This year, there
were no fewer than five book publishers on the floor,
including three who have dedicated collections targeted
to game developers - and not only the introductory
DirectX programming stuff of years gone by: literally
dozens of titles covering increasingly specialized
subtopics. In a similar vein, a number of initiatives
devoted to codifying game design wisdom into formal
"patterns" attracted attention, including Hal Barwood's
and Noah Falstein's well-attended lecture on "the 400"
rules of design, a roundtable, and two different
upcoming books called Game Design Patterns (one
by Bernd Kreimeier, one by Andrew Rollings and Ernest
Adams). Hopefully, there will still be a small market
niche for my own book to occupy when it comes out!
The Highlights
On Saturday,
Avatars Offline,
a documentary on massively multiplayer online worlds and
the people who love them (too much), was premiered to a
standing-room-only audience. Go see this movie;
it is funny, informative, and thought-provoking.
The two-person lecture/discussion/debates, one
between Will Wright and
comic book author Scott McCloud, the other between
Warren Spector and Doug Church, were tightly packed with
stimulating ideas. This is most definitely an experiment
to repeat.
And finally, it never ceases to amaze me how nice and
accessible the people in this business are. Some of my
personal heroes showed up at my roundtables,
unannounced, to dish out absolute gems of wisdom. I
almost managed to remain coherent. Most of the time.
The Lowlights
Layoffs, again. Westwood Studios continued a dubious
tradition by cutting staff at GDC time. And judging by
what the press is saying about Loki's demise, it looks
like we may be having our own private little Enron
scandal.
Absences. Apple didn't show up. Neither did
Macromedia, despite the popularity of online Flash
games. Motion capture companies, which used to occupy a
sizable portion of the show floor, were much more
discreet. And Nintendo was nowhere to be seen, except
for a small and poorly attended booth in the job fair.
The Too Weird To Ignore
Thankfully, we didn't see anything quite so
egregiously creepy as DigiScents' 60-year old booth
babes in skunk outfits from last year, but still...
One book publisher hired models dressed and made-up
as stereotypical guilty-fantasy 12-year old Catholic
school girls to sell their wares. Might have been a bit
much, even by geeky trade show standards.
In a similar vein, UbiSoft announced that they would
be publishing a PlayStation racing game based on a
license from... Hooters, the restaurant chain better
known for buxom wenches than for palatable food. I'm
sure there are a few things left in the world that
haven't been licensed yet, but I can't think of any.
Anarchy Online, the dystopian MMO, receives the
prestigious Shovelware Award for this year. It was
impossible to swing a cat anywhere in San Jose without
hitting a pile of free copies of this game. Anybody who
wanted one got five. If I had bought that game in a
store, I'd feel a bit silly right about now.
And finally, one more proof that we developers have a
ways to go before we join the real world: I witnessed at
least half a dozen people trying to eat the Booth Crawl
tamales without unwrapping the cornhusks first. That's
gotta hurt.
Looking Forward
Unquestionably, the most highly anticipated game of
the year, as far as developers are concerned, is Star
Wars Galaxies, the upcoming persistent online world
from LucasArts and Sony Online Entertainment. And it's
not just a developers' thing either: the best quote of
the show, from Avatars Offline, said: "There is
not enough bandwidth in the State of California to
support that game." The second-best quote, from a panel
on the future of online gaming: "80% of hardcore gamers
have never played [an MMORPG]." At least, not yet. This
could get very, very interesting.
As for next year, Project Ego looks mighty juicy. A
world where actions have lasting consequences, where the
player character morphs according to age and actions,
and with a plot that lasts years of game time -
cinematically, this one looks to be a quantum leap above
the rest, and it might do for the XBOX what Final
Fantasy VII did for the PlayStation: turn it into
the platform of reference for role-playing gamers, at
least in the Western World.
And finally, an unconfirmed rumor circulating on the
show floor states that the GDC might move out of San
Jose, possibly to Las Vegas, in 2004. That is the best
news I've heard all year: not only is Vegas more
interesting to visit and easier to reach by direct
flight from just about everywhere in the world, which is
a significant argument in favor of the move in these
current circumstances, but the switch would also put a
couple of hundred miles between my stomach and the San
Jose Convention Center's lunch boxes.
And that's good enough for me.
BIO
François Dominic Laramée has plagued the game industry
for almost a decade, finagling his way into a variety of
short-lived jobs as studio head, producer, designer and
programmer, until he ran out of luck and was forced to
become a (mostly starving) freelancer three years ago.
He is in no way responsible for the success of the more
than 20 console, PC, online and board games for which he
claims unwarranted credit, and should never have been
allowed to edit Charles River Media's upcoming book
"Game Design Methods" or to publish his insane ramblings
in over 35 articles and book chapters. Visit his
mediocre web site,
http://pages.infinit.net/idjy, at your own risk.