By François
Dominic Laramée
Let's Begin This Recap With a Big Fat
Self-Commiserating Rant
Airline customer service plans are always quick to
point out that the companies are not responsible for
damages caused by delays, cancellations, lost baggage,
or anything else. Which basically means that they can do
whatever the heck they want, and if you're not happy,
you can always dial
1-800-We-don't-give-a-crap-because-all-of-our-competitors-are-just-as-lousy-anyway.
Case in point: my flight from Montreal to San Jose,
with connection in Chicago, on March 5th. To
make a long story short, I arrived in San Jose five
hours late because of an incident that was solved with a
foot of duct tape.
(Some baggage handler dude had backed his truck into
the plane, which was parked at the gate at the time and
therefore neither hard to see nor sneaking up on the
truck in treacherous fashion. After careful inspection,
application of the aforementioned adhesive and copious
paperwork shuffling, we lifted off just in time to get
to Chicago, sit helpless on the tarmac while our
connection left on time - the one plane in a million to
actually do so - and spend the rest of the day waiting
for the next one. The kicker: between us and another
group coming in from Toronto at the same time, there
were thirty of us who missed that flight. By a
grand total of 90 seconds.)
Qualitative Analysis
Airlines can wait an hour for one foot of duct
tape, but not five minutes for thirty passengers. Duct
tape, important. Customers who have non-refundable
tickets, not important.
Quantitative Analysis
Duct tape costs, what, five bucks for 100 yards?
That makes it about 1.5 cents a foot. It took less than
a foot of duct tape to keep us on the ground in Montreal
for an hour (I was sitting 8 feet away from the whole
surreal process) but we'll round it up to 1.5 cents
anyway. Dividing that 1.5 cents by 30 passengers, we
reach the conclusion that, since the airline couldn't
wait for us in Chicago, the value of a captive passenger
is less than five hundredths of a cent.
My dead, desiccated remains will be worth more than
that, based on atoms of trace elements alone.
Transportation is the backbone of a modern economy.
You have to wonder how the USA have managed to remain a
superpower, despite the airline industry's best efforts
to bludgeon it back into the Stone Age.
And Now, For Something More Pleasant
But I made it to San Jose anyway, and I wasn't the
only one. The hallways, the sessions and the expo floor
were a whole lot more crowded than they were last year.
And despite the recent rash of layoffs and studio
closures, the general vibe was a lot more positive as
well. Quite simply, the people I talked to were happy to
be there and quite optimistic about the future. The
reasons varied, but the two most important were:
[] Lots of companies moving into the somewhat
safer, higher profile and more lucrative console market.
The Economist recently quoted an industry insider
as saying that the average price of a console game for
the next generation would reach £15 million. That's a
lot of jobs for a long time.
[] At the other end of the spectrum, numerous
developers are now walking the indie route to escape
from the hiring-overwork-layoff cycle.
The Big News
Indeed, the number of sessions catering to the indie
developer, which used to hover around zero, was
surprisingly high. And they were very well-attended,
too: the fine folks at Gamedev.net, who presented ways
to leverage online resources to develop games on the
cheap, spoke to a packed room - despite being scheduled
against Will Wright's always-amazing lecture.
The indie movement is not coming, it is right here.
The Independent Game Festival showcased several
brilliant innovations this year; the recipient of the
grand prize is a beautiful and fun game of safari
photography, while the audio innovation prize went to a
game for the visually impaired. In general, the quality
of the games featured at the IGF grows by leaps and
bounds every year, and the style (this year at least) is
distinctly unique. One word: YESSSS!
Other big trends included:
The Nokia Invasion
The Finnish company's new N-Gage mobile game
deck looks very promising: it has a much better display
than the GBA, and it gets wireless net access and
cellular telephony as well. To make sure that the
message got through to developers, Nokia had quite
possibly the biggest booth on the expo floor, a handful
of sponsored sessions, high-quality documentation, and
ads everywhere, including on the sides of the
conference's shuttle busses.
Now, of course, there is still the slight sticking
point of the N-Gage's release price. No one at Nokia's
booth was allowed to say a word about it, which hardly
inspires confidence. In fact, rumor ran amok. If the
true price turns out to be $150, Nokia will probably eat
Nintendo's lunch. If it's closer to $300 as I heard in
one roundtable, they'll be laughed out of the market.
The Console Wars
As usual, Xbox was all over the place:
sponsoring conference grab bags, hosting the biggest
party, and so on.
As usual, PlayStation's presence was slightly more
understated, but Sony still had an enormous and
well-attended booth.
As usual, Nintendo acted as if North American
developers were about as relevant as airline customer
service.
Middleware, Middleware Everywhere
And not only for graphics and audio, either.
Criterion Software, makers of RenderWare, still ruled
the expo floor, but other providers offered tools to
speed up development of everything from artificial
intelligence (AI Implant and SimBionic both look
promising) to network security.
One particularly clever innovation was the Endorphin
virtual motion capture studio – a physics-based engine
that lets artists assign behaviors to characters and
export the results as mocap data. You can also import
data from motion capture sessions and augment the
characters with moves that no human actors can simulate,
or even generate fake mocap results for four-legged
animals and aliens.
At several thousand dollars a seat, most of these
tools are out of reach of the indies, but the free
two-machine AlienBrain asset manager license was the
most welcome surprise of the show.
Everyone's Writing Books
It used to be that no one would bother
publishing books for game developers. Then, Prima (now
Premier Press), Charles River Media and Wordware got
into the act. Now, New Riders/NRG/Pearson, Morgan
Kaufman, and even GAMA itself are moving into the
market. Add the few others who are dipping their toes
and testing the water, and the four to six books a year
that we saw as recently as 2001 have turned into
something like fifty.
Now, as a book
writer myself, I feel that multiple outlets are a
good thing. But six or seven full-scale book lines?
About game development? Something has to give.
We're not THAT big of a crowd that we can support so
many publishers. At least one of these collections is
bound to fizzle within a year or so.
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