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GDC 2012: How to use it & what to think of it

March 13, 2012

I had my fourth year of Game Developers Conference this year. GDC is like “the week of the year” for the game devs, even though most of them actually don’t see any presentations. They are there for the business meetings, and perhaps for the parties. But presentation-wise: this is the place to be if you want to understand the industry.

GDC is a good place to have an overview of the industry. It is not like people are telling you directly what is the future, but you can read a lot between the lines and from the general atmosphere. The one of the reasons I keep coming back to this conference and prioritize this over academic ones is that people are actually pouring their ideas instead of vague and abstract notions of historical theories of whatnots. Academia can be so slow and stupid from time to time. But it is not so that the whole GDC is gold. It requires some skill to get best out of it.

GDC 2012 at Moscone North

Let me first tell you my tricks how to “use” the conference and then share my thoughts on what this particular year is telling me.

Some of the tricks I have inherited from the veterans and some of them I have developed myself:

  1. First of all, let yourself shop. The conference has altogether over 400 sessions spread for 5 days. It is most probable that you will not be able to see all the sessions you find mildly interesting. You have to prioritize the sessions, but leave second or third options too: eventually you only need about 5 minutes of the session to know whether it is going to be good or not. If you feel agitated, just leave the session and go for the second best on your schedule. This will not insult people. The worst-case scenario you end up bashing the presentation on Twitter as you feel trapped inside bullshit generator. That might be insulting.
  2. Follow Twitter #GDC. You can read the best bits from other sessions while they are happening. Feel free to jump to that session if something caught your eye. Unfortunately this is not the best trick, since ultimately the best presentations are silent during the presentations; people are really focusing every word of the speaker.
  3. Utilize the Vault: most of the sessions of GDC are recorded and if you have all access pass, you can check those later. My advice is that you DO NOT prioritize those sessions that are the most awesome information-wise. Just leave them to check from the vault. Think it this way: will you REALLY have time to watch the session online later when the buzz has gone? If so, you are ok with that session to be left for the Vault. If not, go and check it NOW. So if you have to choose; go for the second best; the ones that are slightly peripheral to your interest. This actually relates to the next rule:
  4.  Don’t go (only) for your core. If the session will address something that you already know through and through; chances that you will get something new out of it are small. It is best to go and browse something that is interesting but not necessarily your domain. This way you learn more and get bigger picture.
  5. Lastly, there are certain formats of speeches that always work, or names that always indicate a good speech: my personal favorites are game design challenges and rants as well as design postmortems, experimental gameplay session or year in reviews. And favorite speakers include: Eric Zimmerman, Nick Fortugno, Paulina Bozek, Sott Jon Siegel and Jason Rohrer to name a few from this year. I also like to go at least one Japanese session with simultaneous interpretation, just to amuse myself by the interpreter and to get at least one Japanese thought in my head to spice the bias of Northern American speakers. On my pooplist based on this year is at least Sid Meier. He really had nothing to share other than his fame – and the room was packed. I would recommend anyone with a moderate understanding of game design to avoid his speech. But if you are a total beginner he might deliver points that really get you going.  Also Spry Fox Daniel Cook was not that great. But average is not always bad. You need to mix proven formats and safe names with totally random speeches. Go and listen also nobodies, they can be the next big things on this industry.

So those were my tips. Now, let me explore what I think that this year was oozing for me:

  1. Bifurcated maturity. Summits were surprisingly good and main conference was highly detailed. Past years mobile summit and other summits have been a bit less great. Social, casual, smartphone areas have matured. The processes are well thought; there are bigger players involved and there is no difference in the quality of the speeches comparing the “new” and the “old” players. On the other hand, the main conference was very detailed, loads of detailed technical speeches. Nothing that striking or revolutionary: perhaps even slight stagnation: Uncharted 3 was covered by eight speeches, similar to four presentation of Saints Row: The Third.
  2. Metrics are here. It is not that crazy anymore – it is not about evangelizing the power of metrics within the innovation process. Instead the speeches were subtler and more detailed including loads of formulas and best practices. Metrics are like bread and butter for at least social game developers and A/B testing is the thing.
  3. It is time for design. In the meanwhile as we wait for another technological leap (if there is one coming), it is time for design. For the past years, there has been a lot of innovation within business models and even though I did not take part of any myself to verify this, I heard that business track was poor this year. Nothing new under the sun. But I think that after couple of years of technological changes and business oriented innovation; there is a lot of pressure for design innovations. We do have the improvements in 3D, probably also in motion detection in upcoming year, perhaps something rather new like brain controllers etc. But in general, the potential of these have not been actualized for various reasons. Whether we can actually have push from the design side is yet to be seen. The strength of the indie track within GDC is one of the indicators that it is time to let designers play more.
  4. Developers hate free-to-play (at least some of them). Last year the hatred was cast on gamification. Last year it seemed that the bastard child of serious games was taken over the whole conference. Loads of jokes on how to lifificate games or even gamify games were addressed. Now this year the joke was on free-to-play. During the decades of digital games, a strong identity has evolved. Now there is need to maintain it. It is time for ludological manifest number two. Games for their own sake.
  5. And as a last point, which is not necessary visible in the presentations: This year is the GIRL year. I had never ever had to wait in line for a toilet at GDC before. This was the year one. I also overheard two girls behind me discussing in deep details of social game design on a street one morning. Never happened before too. I mean, I don’t think there has not been someone discussing passionately about viral design last year or years before, it is just that what are the odds? I bet this year the odds were much higher than last year. I only wish we will see more girls also on triple-A productions. This might be the last year guys own the industry. Who knows?
Thou shalt not monetize thy neighbor

"Thou shalt not monetize thy neighbor." & "God hates game designers."

Altogether, it seems that industry is in a somewhat stable situation. Casual/Social/Smartphone has been established it’s position within the industry, we are waiting for design innovations from that side; business innovation has cooled down, f2p is not going away; Triple A companies do what they know best: better tech, better stories, deeper engagement and so on.

Perhaps it is quiet before the storm… Who knows? Am eager to see GDC 2013. If it is not any different from 2012 – I am definitely disappointed. 

Game Slices

August 2, 2011

I started this blog in 2007 or 2006 with a domain name gameslices.wordpress.com. My purpose for that time was to track my game experiences, slice by slice, one way or another. I do play a lot, even though I don’t think I play as near enough as I should. This applies to most of the game related professionals. Playing games take a lot of time and keeping up with the stream of new games is impossible even for those whose job description is following the game trends.

I have kept a diary of my playing starting with mobile games and recent years to record my experiences with Facebook games. Latter does not have so much relevancy with the work that I have been conducting recently. And then it has a lot. If one studies design and innovation within the games industry – of course it has. But the time I started the diaries, I was not quite sure why I was keeping them. But those are not public. And I feel like it is time for me to continue with the path that I once started. But with smaller steps.

Playing games personally and not only reading about them or watching speedruns or trailers is vital to any researcher on this field I would say. But sometimes I feel that I play games that nobody in my circles actually likes or plays. Or people just don’t talk about these games. And I am have difficulties to find someone to share my passion. I also feel like I am not valued as a customer. Most of my favorites never gets sequels, as they are not enough profitable – if done by bigger studios. They simply have something else to do and bigger bucks to collect.

What kinds of games I like then? That is very difficult to describe shortly. And I am not sure if I really even know that. I try to tell this with the help of examples:

Mirror’s Edge – for its stylistic visuals, sappy sisterhood story and the female protagonist having kind of Leeloo feel in her. This game also set me free from my perfectionist gatherer personality.

Katamari Damacy – for its overall absurdity, Kings tights and his narcissistic and bi-polar personality, rolling & destroying in general as being fun.

WTF - for its absurdity. “Part time job hell” and working for a job demon is just hilarious idea. The game captures something essential in our everyday lives and it was rather amusing to show people what I played: “I just turn these pens into right direction and put a cap on them.” Nobody asked if they could try.

Viva Pinata – for its atmosphere and characters: horstacio is so horsey. For the ridiculous difficulty and me being forced to play with the help of the game wiki without feeling that I cheat. This game made me happy.

Ratchet and Clank - for its humor and media references. And of course for the hilarious weapons.  Playability of this game is in its top. If someone is about to do a platformer – he should reference this.

Bioshock - for it being located in an underwater city. For it’s quality side stories and audio messages. For it being a dystopia to make me think – for it criticizing elitism.

Impossible Mission – for its detailed furniture, characters directability, for its mad difficulty and its puzzles being always different.

And there are many more…

I set up a Twitter account AaKooPlays to record my slices of game experiences. I don’t know where it leads me, but I feel like I want to share what I experience. I know I am not in the mainstream, but I also know I am not alone. Maybe someone will follow me. Maybe I will use them later as notes and for reflection. This twitter feed is also shown on the side of this blog.

Games and Innovation

July 27, 2010

I have been busy working on our new project Games and Innovation. It is not that new anymore, since it will be finished by the end of this year. Loads of data has been collected and hopefully there will be huge amounts of publications available for the upcoming years. The official blog for our project is http://www.gamesandinnovation.com

I also officially started my PhD studies here at the University of Tampere this spring, as a doctoral student of department of information studies and interactive media (INFIM). My thesis working title is “Games and Innovation”, just like the title of current research project that I am leading. Some old publications will be possible to use for the thesis, which hopefully makes the journey slightly easier.

GameSpace research report and tool

July 30, 2009

The GameSpace research report is finally available online. You can access it from Tampere University Electronic Publications, Tampub or directly from this link:

http://tampub.uta.fi/infim/978-951-44-7730-0.pdf.

Check out also our department previous e-publications here.

Perhaps even more importantly, we have also released tiny flash tool with shorter texts and all the articles, files and tools that we have produced during the project. There you can also find the printable versions of VNA, GameBoard, GameSeekers and other game idea generation tools.

Flash tool: http://gamelab.uta.fi/gamespacetool/

Theoretical Philosophy and Thought Experiments

June 23, 2009

I have been a Master of Social Sciences (abbreviated to VTM here in Finland) from the last summer. The journey of 10 years with a specific interest on thought experiments as a method for philosophy (and science) ended into a Finnish master’s thesis where I reported my findings on the subject matter. I can never say that I actually was finished with this issue though.

The topic was never easy, and it doesn’t cease to interest me these days either. I am eager to find out how the area is evolving further.

But the burden of heavy philosophical arguments and deep waters of pure mind games is now officially come to an end from my side. I don’t think that I am able to ever dive into that deep end of science any more or at least not as intensively as I have been. But as they say: never say never. There are definite links with design research and game research with this meta-philosophical topic…

If you are interested, the thesis is available here, but unfortunately I have to inform you that in order to really understand it, you need to master Finnish and possibly also basics of philosophy. As a good reference in English, you can always start on reading Sören Häggqvists dissertation from year 1996. I follow the same lines in many respects with him.

(Re)turn to blogosphere

June 23, 2009

As there have been so many other possibilities to express myself in writing, I haven’t seen myself pressing ‘publish’ button too eagerly here. But I think it’s time to return to my personal blogosphere and continue reporting my unofficial thoughts here as well. Hopefully some of you are still listening!

In the meanwhile there have been several other blogging projects that you can check out, if you are curious:

GAIN – Games and Innovation (this is our new research project)
Intro to Game Design (this is online course that just closed)
Game Design Specialisation course blog (this was another online course)
Pelitieto.net (information package of games cultures to teachers, in Finnish)

Oh, and you can also follow my tweets at: http://twitter.com/aakoo

Future Play 2008

November 3, 2008

Alhough the GameSpace project has been officially come to an end; we are still working with the last pieces of the project and putting things to final touch. Upcoming research report is under its way, there are plans for closing seminar and I have been continuing with some of the topics in another project (GAS).

But also our last conference paper is about to be published under ACM digital library: Janne, GameSpace project manager, is currently at Toronto presenting our paper “Designing Game Idea Generation Games” at Future Play 2008 conference. The paper is similar to our Meaningful Play conference paper, but the emphasis is on the design process and challenges that we faced with our idea generation games. I will publish the link to the paper in ACM, as soon as I will get information about it.

Meaningful Play 2008 proceedings

October 14, 2008

Meaningful Play 2008 conference proceedings are now available at http://meaningfulplay.msu.edu/proceedings2008/ along with our paper “User Experiences of Game Idea Generation Games”.

Here is the abstract:

User Experiences of Game Idea Generation Games
Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen and Hannamari Saarenpää

In this paper, we introduce three idea generation games designed for the use of game designers and discuss about the feedback they received while used in the authentic production settings. Three games designed especially for generating game ideas were developed in the GameSpace project that studies methods for design and evaluation of casual mobile multiplayer games. According to our experiences, games can be considered as successful devices for idea generation. Game-based idea generation techniques provide an easily facilitated, focused but playful setting for coming up with new ideas. We would like to share the feedback of our games in order to inspire others to create similar tools for generating innovative ideas in the field of games or other industries alike. 

Enjoy!

Presenting at Meaningful Play 2008

October 9, 2008

I presented a paper at Meaningful Play 2008 conference in East Lansing, MI, USA concerning the game-based idea generation tools that we have developed in GameSpace project and especially the experiences designers had with the idea games in our pilot study. The presentation slot was quite short (15 min. for the presentation, 5 min. for discussion) and I had to rush my 20+ slides, leaving so many interesting things out. But what I tried to concentrate at was introducing our games and discus why they were so popular, despite their flaws. The presentation and the paper are not identical, as I added some new thoughts that I am working on into the slide-show. Papers will be available online later on, here are the slides:

The presentation background is taken (and modified) from the GameSpace Tool that we have been working on the last weeks of GameSpace project. The tool will popularize the whole range of research findings from our project. We are going to announce the tool later this year, as soon as it is ready!

Hypermedia Lab summer party and the Lego game

August 13, 2008

Aww… The summer seems to turn into its cold end… No more holiday, back to work and so on. Happens every year.

Before the summer break, I have been busy with couple of articles and trying to get myself free from work in order to start the holiday. Because of some deadlines I did not make it according to the plan and had to postpone the starting date with couple of days. Well, that happens.

Fortunately we had a nice summer party with Hypermedialab staff right before the biggest crunch. It is our tradition that smaller group of people plans the day in advance and keeps the destination and activities secret before arriving to the destination. This year I accidentally volunteered to the organising team and we came up with an idea of light adventurous hike and camping food (and the sauna after, which was no secret to anybody). 

We ended up to choose “Birgitan polku” near Hervanta and happened to get not-so-nice weather for the day. Fortunately our hiking trip was short and well equipped with sausages and dough for pancakes and our buss fetched us to sauna before anybody got thunderstruck. The evening was spent at enjoyable sauna apartment at Pääskylä. We had two saunas at our disposal: one with extra steam and one traditional smoke sauna, and of course: a lake to swim. The whole place was great to stay and relax: I could have been there much longer than till midnight, even though I fell asleep in between.

As I was one of the organisers, I cannot really say, if lego-game (Assembling the Talisman) that we designed with Mika was fun to play or not, but it seemed to be rather successful (you can judge from the pictures).

  
 

Feel free to copy the concept for your own parties:

Put together approximately ten-piece lego construction and give it to one player (the prophet), gather exactly the same pieces and give to another (the constructor). Put two players in between these two to deliver messages from one end to another (messengers). Put another team with the same construction with different coloured pieces and let the teams compete which one is faster to assembly the right combination. Only one player on the team sees the sample piece and only one player can put pieces together or remove pieces. The piece that is under construction, may be delivered to the other end for comparison, but messengers and constructor may not see the sample piece in any case (only the prophet, since it is actually only his/her vision). You can also use more than two messengers in between to make the messages even more difficult to deliver to the other end. See who is good with communication and have fun!

Credits for Mika for this not-too-complicated but yet-difficult-enough 10 piece construction that we tied into the narrative of the evening and called it “talismaani”.

To see more pictures of our wonderful day at Pääskylä, check Katis pics here, or Andras’ pics here.


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