
How I Spent My
Spring Break: A Report on the 2000 Game Developers Conference
by François-Dominic
Laramée

Despite Air Canada's best efforts to the contrary, I have survived
another edition of the Game Developers Conference.
This year's GDC was held
March 8-12 at the San Jose Convention Center, and was by far the biggest
of the innumerable (two) editions of the show my poor starving
freelancer self was able to attend. As usual, several trends
emerged from the talks and the expo floor, some of which came up again
and again, in lectures by people from every corner of the industry, to
an almost surreal effect. While it is far too soon to make
intelligent guesses as to which of these trends will revolutionize the
way we work and play, and which will turn into next year's vaporware
buzzwords, I have never been one to refrain from reckless
prognostication, so I'll jump into the fray and tell you what I think
are, in no particular order, the 5 most important concepts discussed in
San Jose.
At best, this article
will establish my reputation as a visionary and bring in heaps of praise
and lucrative consulting contracts for years and years to come. In
all likelihood, it will give you plenty of reasons to seek me out at
next year's show, so you can stand beside me and look smart in
comparison.
We're big
How big?
- Really big. The
game industry's total sales will overcome those of the movie
business this year.
- Really, really big.
Jon Peddie Associates predicts that there will be about 1 billion
internet-enabled, 3D-enabled devices in the market by 2004.
This includes PC's, consoles, set-top boxes and possibly other
things we don't know about yet. With DVD drives being included
in PlayStation 2 and X-Box, we can start thinking in terms of
VCR-like (90%+) penetration of the home market.
- Too big. In
1999, according to numbers quoted by Hasbro Interactive's Tom
Dusenberry, no less than 7,590 games were available on the PC
market, and only 199 of them sold 100,000 units or more. On
the console side of things, the situation is not that much better:
2,250 games were on the market, and 288 sold 100,000 copies.
To rise above the crowd, the big boys may spend the rest of the
industry into oblivion: Yu Suzuki's RPG for Dreamcast, Shenmue,
required the services of 300 people at the end of the project, and
it is not hard to believe that it cost 50-60 million dollars in
development alone. Who can compete with that?
Other things to keep in
mind:
- At the present time,
60% of online game players are women and 79% are 25 or older.
However, by 2004, kids and teens will account for 60% of the total
online player market.
- Only 16% of the PC
games on the market are 3D-enabled, and a mere 2% actually require
3D hardware to function. Despite all of the hype, there is
still a great deal of 2D product being shipped, and most of the
best-selling PC games are either pure 2D (Deer Whatever, Who Wants
to Be a Millionaire) or would work equally well gameplay-wise
without 3D technology (Sim City 3000, Age of Empires II, Baldur's
Gate). Of the top-ten PC sellers of 1999, only Half-Life and
probably Microsoft Flight Simulator qualify as must-be-3D games.
Unlimited capacity
Both the PlayStation 2 and
the X-Box promise developers the Holy Grail of effectively unlimited 3D
capabilities. The numbers are staggering: 1 trillion operations
per second on the X-Box, 300,000 polygons per frame at 60 frames per
second using RenderWare 3 with only one of the vector units on
PlayStation 2, etc. Even if you apply a healthy dose of skepticism
and cut these numbers in half, the net results still boggle the mind.
For developers, this
changes everything. Instead of making feature decisions based on
hardware ("this won't work"), they will have to make them
based on design choices ("we don't have time or money to do
everything the machine can support, so what do we really want?")
Low-polygon character models will soon be a not-particularly-pleasant
memory, like smallpox, powder-blue polyester suits, and the New Kids on
the Block. The technological quantum leap also suggests that these
machines will have longer life cycles than their predecessors: it will
take many years before anyone even approaches the X-Box's limits.
From the dark side, publisher pressure may drive development costs even
further into the stratosphere. ("The machine can take it, so please
add these 1,200 additional features, won't you?")
Each of these machines
comes with a caveat:
- Microsoft promises the
X-Box for Fall 2001, but the company has an uncertain record when
it comes to delivering quality product in version 1.0 and on time.
However, X-Box is based on well-established technology, so I
wouldn't bet against it.
- During Phil Harrison's
keynote address, Naughty Dog's developers suggested (rather
forcefully) that programming the PlayStation 2 was every bit as
excruciating as reported earlier. If the middleware market
doesn't materialize (and fast), many smaller developers will be
tempted to abandon the platform and wait for the DirectX 8-based
X-box instead.
Episodic distribution
This was the single most
pervasive idea at the show. Everybody talked about it, from Sony
to Microsoft to Wild Tangent to Hasbro. (It made me feel pretty
smart, considering that I suggested the exact same scheme to a broadband
interactive TV project more than five years ago. Wait a sec while
I pat myself on the back. Ahhh.)
There are several key
reasons why distributing games as short episodes and/or time slices has
everyone excited:
- People are used to
episodic formats in TV, magazines and other media. This is a
natural.
- Online distribution
works better for smaller downloads.
- You can bring a
product to market faster if you only need to produce a single level
before release and add more when/if demand requires it. You
can even keep a winning product alive for years by pumping out new
content as long as people buy it.
- It is probably easier
to get 500,000 people to pay $5 five times each than to find 100,000
who will pay $50 once.
- Episodic distribution
reduces risk, as a product that bombs and is taken off the market
after 2-3 trial episodes will cost less than an equally unsuccessful
50-level CD-ROM marathon.
- Except for the
subscription-based games like Ultima Online and Everquest, gamers
pay essentially the same amount for a game whether they play 10 or
500 hours. Imagine how rich Carmack would be if multiplayer
Quake II cost even 10 cents per hour to play?
Broadband
Of the U.S. households with
internet accounts, 40% of those who have access to broadband connections
(cable modems or xDSL) have adopted it. This rate of penetration
is faster than that of the VCR.
Consoles are getting into
the fray as well. PlayStation 2 will not ship with a modem
(although it can accept a third-party USB device) because a broadband
add-on is coming next year. X-Box will ignore traditional internet
access entirely and ship with a 100 MB/sec Ethernet card. A
massive installed base of broadband-enabled devices will make online
distribution of demos, levels and even full games mainstream (especially
for the X-Box with its 8 Gig hard drive) and will allow developers to
create whole new genres of entertainment (i.e., 11-on-11 multiplayer
football, massively multiplayer X-Wing dogfights, etc.)
Mass-market pricing
Roller Coaster Tycoon was
the best-selling game of 1999, and it came out at $29.95; Who Wants to
Be a Millionaire sold 600,000 copies in a month; Deer Avenger made the
top 10. When a game is inexpensive, it can become an impulse buy,
and once the impulse bug has hit a few hundreds of thousands of people,
word of mouth takes over. Frogger's sales doubled from Year 1 to
Year 2, and nearly tripled from Year 2 to Year 3. Yummy.
Low price points also
make simpler games economically viable. Few people would spend $60
on a 100-level puzzle game on CD-ROM, but they will happily shell out
$15 four times for the basic 25-level game and three add-on packs.
Selling a piece of an episodic game online at 3-5$ also plays to
consumer inertia (who will bother to cancel a $3 subscription?) and may
have the additional side effect of making piracy obsolete (who will
bother stealing a $3 game?)
Conclusion
Yes, the GDC is expensive.
Yes, the food provided by the conference was unspeakable crud.
Yes, the free shuttle service was woefully inadequate, with buses packed
tighter than neutron stars going right by my hotel more often than not
in the morning. Yes, I had to wait in line for an hour and
forty-five minutes at registration because I never received my badge in
the mail as promised, even though I paid online on December 23rd and
showed up early. Yes, I do think that the conference is 20-40%
overpriced. Of course, I would have appreciated if they had
accepted my proposal for a lecture on speech interfaces and given me a
free pass. I would also like to increase the value of the Canadian
dollar, cure smelly feet, and beat Roy Jones Jr.
Still, there is no
substitute. See you there next year.
Bio
François-Dominic
Laramée is a freelance interactive game designer, developer and
producer. He has been involved in one form or another of the game
industry, whether PC, console, online, set-top box or even play-by-mail,
for the past decade, including more than 8 years of experience as Head
of Studio, Game Designer, Software Engineer, Producer and Quality
Assurance Manager in the interactive entertainment and spoken dialogue
interfaces industries. Learn more on his website at: http://pages.infinit.net/idjy/
|