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AGDC07: overall takesSeptember 9th, 2007 |
My sense was that this was a conference in transition, and not just because it was under new management. I said several times that it seemed like two conferences: one where the traditional AAA MMO developers were wondering why their talks on massively concurrent streaming architectures were side-by-side with lectures about Web 2.0 caching.
There was a level of… not disdain, but bewilderment, I think. At one point I was chatting with a friend who has worked on the big games for years, and he said “seems like you’re doing something sort of… webby.” Like it was a term for something minor, or insignificant, or something. He also wasn’t going to attend the Nexon and Habbo talks because they were “webby.”
The mix of keynotes was done intentionally, Rich Vogel told me — he wanted to have Morhaime speak first, and then people go to the next two keynotes and realize that their context was wrong. I am unsure it worked.
I ended up having a discussion with some folks, as we walked from one after-conf party to another, about how conservative the game industry actually was. Slow to adopt new technologies, for example — it took until DirectX 6 for that to get used, and we’re still mostly working on DX7-8 games now, when the cards for sale are all DX10. Online took ten years to get adopted widely even though there were early companies on the fringe pulling down millions. And even today, the adoption of even the basic web technologies into AAA MMOs is minimal, even though everyone clamors for them — a guild update on an RSS feed, doing crafting on a cell phone, chat interfacing to IM networks, and countless other things that have been tossed around for years but nobody does.
I had another guy, ex-co-worker, come up to me and say “Man, it’s great to see you give that design lecture. You’re always out there talking crazy and it never makes any sense, but it’s good to see.” Meanwhile, I also had a guy from the web side of things, someone at his first AGDC, come up to me after the lecture and say “So, was any of this material actually new to people here? I mean… it was all such obvious, basic stuff.” The gap really is that big.
One thing that is clearly an issue is that the gap exists on the side of the players as well. Lots of reactions from players are “this new style of gaming sucks.” I can relate, believe me. I do not have answers for these sort of players other than to say that once again, technologies and approaches accrete, not replace. The games they love will not go away. But there may be less of them.
For me, some of the tension was epitomized in Damion’s excellent talk. I agreed with just about everything he said, but trying to reconcile what he said with the Habbo Hotel talk was interesting. Despite the railing against the term “hardcore” that he did, there were nonetheless assumptions from that AAA world threaded throughout what he said:
- using credit card signup and monthly billing as example exit points that were taken for granted
- “little Billy discovers girls” being an exit point we cannot affect (hello, HorOrNot)
- the use of “levels” in the traditional sense, a word already loaded with tons of assumptions
Now, he himself said that he was talking about general principles that applied to any sort of game, and I agree with him on that too. Maybe he just tailored his examples and language to the audience.
There is no doubt in my mind that the eventual market accomodation lies somewhere in the middle on most of these issues (though there will be some clear winners — digital distribution strikes me as one such). Erik Bethke from GoPets talked about needing to add more game structures to his social world, for example. And that echoes everything I have been lecturing to the web guys about for the last year and a half. But my worry after seeing AGDC is that many of the folks I know will get left behind in the shift to the middle. I hope not.
Some other takes worth reading:

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here. The panels that Raph participated in were Startup Lessons from Recent Online Games and Where Are the Biggest Online Gaming Opportunities?. In addition, You can read Raph’s general AGDC wrapuphere. All in all, a great AGDC. Keep an eye on us at Virtual Worlds Fall and Virtual Worlds Europe. We look forward to having more updates for you all soon, and can’t wait to let you in on some of our secrets!
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Raph Koster’s blogpost about the Austin Game Developers Conferencemade me think how rich I should be one day. I had another guy, ex-co-worker, come up to me and say “Man, it’s great to see you give that design lecture. You’re always out there talking crazy and it never makes any sense, but it’s good to
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