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GDC: First Impressions

Posted Feb 19, 2008 (Updated Feb 26, 2008)

I'm already overwhelmed at my first GDC, and from what I've heard, things don't even really get moving until tomorrow! The first two days are dominated by a number of excellent summits and tutorials, but apparently, the real action doesn't start until tomorrow when the game competitions, expo floor, major announcements, and big keynotes all begin in the morning.

I'm very interested in the parallels between gaming and web, and how the lines have blurred between game-like social software and social games. With that in mind, several people told me Worlds in Motion summit would be most relevant to my interests with sessions that "delve into online worlds, social gaming and media and player created activity, providing insight for developers of all backgrounds into how the game industry is collectively building socialization into games and integrating personalization and player-generated content into gameplay."

Instead, I've found the most inspiring and innovative talks have been in the Independent Games Summit. Unlike the companies in World in Motion, these tiny two-person startups and student projects are operating on a shoestring budget and exploring territory that the big guys aren't.

It seems like most of the interesting new projects are happening on the web or as PC/Mac downloads, partly because they don't have the funding or support to acquire dev kits for the consoles and partly because it gives them more control over their own fate. (For example, Xbox Live Arcade costs a minimum of $125,000 to create a game. The overhead for a Flash game, like starting a website, is mostly your own time.)

And because they have so many resource constraints, they're developing gameplay that's often experimental and completely unique. The IGF finalists are a laundry list of intriguing gameplay ideas (many of which I've mentioned on Waxy before):

  • Audiosurf, a rhythm/racing/puzzle game that analyzes and visualizes your MP3 collection to create a dynamic 3D racetrack with characteristics pulled from tone, tempo, and volume.

  • The Path, a horror game based on Little Red Riding Hood, with ambient music by Jarboe. If you follow the path before you, you lose the game.

  • World of Goo, a construction game using physics to lift blobs to great heights

  • Crayon Physics Deluxe, an adorable game that instantiates anything you sketch to solve puzzles.

  • Poesysteme, breeding words with Darwinian evolution.

  • Goo, like Go with liquid dynamics.

  • Fret Nice, a platformer that uses the Guitar Hero guitar to control the character in time to the music

  • Fez, the 2D character stuck in a 3D world

Several speakers have discussed how the art and design are more important than the technology, that games are more about conjuring emotion than showing off graphical effects. Aquaria co-creator Alec Holowka described game development as a Zelda Triforce, with three parts of Art/Design, Business/Marketing, and Technology. Some games, like movie-licensed games, are led by business but have poor technology and design. Others, like many big-budget games, are led by technology. Indie games need to support their work with honest marketing and solid technology, but it's the creator's voice, vision, and passion that ultimately make the game resonate with an audience.

Anyway, I'm looking forward to playing and meeting this year's finalists tomorrow when the IGF Pavilion opens tomorrow.

Some notable quotes from the first couple of days of the show:

Gabe Zichermann on Facebook and eBay as MMOs: "I think we need to acknowledge there are things in life that are fun that game designers didn't make... People are engaged in playing all the time -- they're not fake worlds a game designer made... Everybody plays games all the time, whether we as game designers make them or not."

Raph Koster on virtual worlds: "We're building theme parks instead of parks."

Tracy Fullerton from USC Game Innovation Lab: "Indie's not about finding a backdoor into the industry or building games on a shoestring budget. It's about tearing down walls to create a new culture."

3 Comments (Add Yours)

Feb 20, 2008
3:53 AM  
Philipp Lenssen wrote:

Audiosurf sounds very interesting but for their demo they require you to install some games framework called Steam, dunno if it comes with any auto-update-install-etc. stuff.


Feb 20, 2008
1:17 PM  
Gordon Luk wrote:

That doesn't sound interesting at all; also, I hate you.


Feb 20, 2008
2:31 PM  
pauldwaite wrote:

You get Yahtzee videos for the awards ceremony, you lucky bastard.

We get them later on on the web though, so that’s cool.


 

Leave a comment





Waxy Links
Ads via The Deck
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First details on Telltale's episodic Back to the Future game emerge — they also secured rights to make games based on Jurassic Park
Cee Lo Green's official video for F**K YOU — even better than the typography video, I'm perfectly content to have this song stuck in my head 24/7
Slate interviews Innocence Project cofounder about false convictions — over 250 people have been freed by new DNA evidence, many of them with false confessions
Unreal Engine 3 tech demo Epic Citadel for the iPhone/iPad — impressive tech demo, now available for free
GameSetWatch covers Assembly 2010's PC demo contest — if you have the hardware, I highly recommend trying out the two winners yourself
Apple announces Ping, a social network built into iTunes — their first foray into social, finally; seems inevitable that app/location/TV/music sharing will follow
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All four issues of Daniel Raeburn's The Imp available for free download — highly recommended, covers Daniel Clowes, Jack Chick, Chris Ware, and dirty Mexican comics (via)
Eclectic Method's 8-bit Mixtape — not particularly great music, but the visuals make it (via)
Vanity Fair's glimpse into the day in the life of the President — long, must-read look at the insane complexity of today's political landscape
Lanyrd, social conference directory — brilliantly executed social event discovery; it should be pronounced "La Nerd"
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Tom Scott's Evil hack shows phone numbers exposed by Facebook users — culled from public "lost my phone" groups
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Stay Free's Illegal Art mix tape — the files all moved here
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Hark! A Vagrant's Nancy Drew covers — previously: the Gorey covers
Markov chaining Kickstarter blurbs — this also doubles as a Kickstarter project idea generator
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Indie Game: The Movie interviews Adam Saltsman on Canabalt — every one of these shorts gets me more excited for the full-length film
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Jerry Stiller Unscripted — an adorable encounter with the owners of the Costanza house
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"Learning to Be Me" by Greg Egan — a better-written short story with a similar theme as "Where Am I?"
"Where Am I?" by Daniel Dennett — short sci-fi story from 1978 about where consciousness resides (via)

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