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Book cover for A Theory of Fun for Game Design, by Raph Koster

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Game talk

GDC Next call for submissions

April 29th, 2013

The call for submissions for GDC Next is now open. I am on the advisory board.

The conference will be in Los Angeles, November 5-7. This is the conference that is replacing GDC Austin; basically, it’s intended to be the most forward-looking of the GDCs, intentionally looking at what comes next, not what happened in the last year. Because of that, the tracks aren’t quite what one would expect:

  • The Future of Gaming is going to focus on things like second screen play, new kinds of play around mobility, episodic, and the like.
  • Next Generation Game Platforms will be digging into not just next-gen consoles but stuff like VR headsets, and glasses, microconsoles, motion tracking, smart TVs, watches, and whatever else looks like it is around the corner.
  • Smartphone and Tablet Games is a bit more here and now, but given the enormous worldwide growth that still remains ahead of these platforms, there’s plenty of cutting edge stuff to discuss, and current lessons to share
  • Cloud gaming will talk about game streaming — the tech, the business, the design
  • The Independent Games Track — we all know that indies are where the future lies. Lecture, postmortems, rants, covering design, business, and everything else.

We’ve got a mix of folks from the GDC Austin board plus a bunch of new advisors.

Go submit your talks!

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Game talk

Thoughts from the LA Games Conference

April 20th, 2013

This past week I was on a panel at the Digital Media Wire LA Games Conference.

The big thing that I wanted to get across to people attending is that many publishers are really caught in a bind. They aren’t willing to take on speculative projects, which is what smaller indies want and need. They ask for vertical slices or even profitable titles before they are willing to sink money into something. But developers are starting to conclude that if they can get a title to that point, they may as well just ship it and make money for themselves. Stuff like the recent financial postmortem of Dustforce shows how many folks are quite willing to trade higher income for creative freedom instead.

With over 50% of developers now describing themselves as independent, and showing a marked preference for platforms with as little publishing friction as possible, we’re going to see a lot of smaller games, a lot of “at bats” for a lots of developers. And odds are greater that some chunk of those will establish a new franchise successfully than a big publisher will. I tossed some guesstimates for team sizes for next gen console development at Chris Early from Ubisoft, and my guess of six studios and 1500 people for a single game was too low for even current gen Assassin’s Creed (he said it took eight studios (!) which is a stunning feat of coordination).

So 1500 people for three years and one game; or half the active industry — let’s say 15000 people — making a game a year in teams of five. That’s a lot of smaller bets. That’s where the next Valves, Rovios, Blizzards will be born. And as predicted, there will be a lot fewer big AAA titles out there than in the past, as their manpower falls and risk aversion continues to rise.

Here’s a few bits of coverage of the conference:

Read the rest of this entry »

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Game talk

Oscar bait

February 28th, 2013

side_oscarHollywood just got done with its annual parade of self-congratulation. And I don’t mean that in a bad way — the Oscars may have originated as a marketing gimmick, but they are more than that. They serve as a way for creatives to honor creatives. And every year, movies are made which get called “Oscar bait” — films clearly made without much expectation of huge profits.

At a time when big game companies frequently speak in terms of “it it doesn’t make a million a day, or have a million players a day, it’s not worth making,” why do Hollywood studios keep making films that are small, play to small audiences, and aren’t anywhere near as profitable as a summer blockbuster? Wouldn’t it make sense to focus all your resources on the titles that have the highest ROI? While many small films have great profit margins, the absolute numbers are small, and thus there’s a large opportunity cost to doing the small movies.

Don’t worry, there’s a business reason. The logic goes something like this:

Read the rest of this entry »

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Game talk

GDCO2011: yet more talk coverage

October 17th, 2011

Yup, a tiny bit more.

Side note, I am struck how little long-form coverage there is of talks anymore, now that so much blogging has moved to Twitter…

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Game talk

GDCO2011: more coverage of my talk

October 15th, 2011

A bit more coverage of my talk at GDCOnline:

Posted in Game talk | 1 Comment »
Game talk

GDCO2011: It’s All Games Now

October 13th, 2011

Title slide for "It's All Games Now"Here are the slides for the talk that I gave today at GDC Online. I have to warn you that more than usual, you needed the performance, I think. So keep an eye out for when the video shows up on the GDCVault — I’ll be sure to let you know. :)

It seems to have gone very very well. Lots of positive feedback on Twitter and in the hallways afterwards.

If I had to summarize my message, I suppose I would rattle off this set of bullet points:

  • We are losing (or changing) some qualities of games because of the contexts in which they exist now, particularly social media. We let the real world invade more — such as microtransactions and RMT — and we also let the real world shape design decisions — for example, giving up on the notion of not having global chat in you virtual world.
  • We’re understanding games better than ever thanks to both design theory and real-world science. And also understanding ourselves as people better.
  • That understanding is going into applying gamelike features to real life. Not just stuff like gamification, but also common features of social media that clearly draw heavily from game inspirations, such as quantified reputation systems, achievement systems, and even how our profiles look on social networking sites.
  • This is made easier because we’re in a “cloud phase” in the evolution of computing. The pendulum always swings from cloud to local.
  • But our local machines have gotten more accessible, but a lot less open over time, and the net result is that we don’t really control the cloud or our local devices now.
  • The rub there for the game industry is that we have essentially ended up recreating the console ecosystem, only with iOS and Facebook instead of Sony and Nintendo, which doesn’t bode well for several segments of the industry.
  • Instead, it just increases the odds that the process will accelerate, as we will be the product. Indeed, already our perception of reality has been greatly filtered by social media, and is less objective and inclusive.
  • But we shouldn’t forget that we are the ones who define the rules here; we’re the wizards of the game world. Games are fundamentally social media and always have been.
  • We will be OK, as long as we don’t forget that the point of games is not the points structures, but the people we played with, and the lessons we learned.

But summarizing it that way skips the fairytale I told, and the rapid-fire science-fiction story I told, and my brief Jonathan Coulton musical quote, and much more. :)

I ended on this hope from Ted Nelson:

I hope, that in our archives and historical filings of the future, we do not allow the techie traditions of hierarchy and false regularity to be superimposed to the teeming, fantastic disorderlyness of human life.

You can read Gamasutra’s write-up here. I think it captures the essence pretty well!

Posted in Game talk | 6 Comments »
Game talk

Marketing

June 30th, 2011

Warning: giant (4700 word) post on basic marketing principles, prompted by some recent discussion on a forum about what makes for a well-retaining game.

A lot of folks, especially in social, seem to use the word “retention” when they should think “conversion.” I tend to think of this as an emotional journey.

You can think of this sequence as going something like this:

  1. Sampling
  2. Converting
  3. Retaining
  4. Re-engaging

Read the rest of this entry »

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Game talk

ISA2011: the M&A panel

January 25th, 2011

This afternoon I was on a panel on mergers and acquisitions in the social games market alongside a bunch of great folks. It was the last session of the day, and they asked me to go “all designery” so I did. :)

You can find a liveblog here:

ISA 2011: Live-Blogging the Mergers and Acquisitions Landscape for Small and Mid-Size Developers.

And a news article here:

ISA 2011: Small Developers Don’t Need to Sell Out Yet

You can also get the highlights of the entire conference by simply reading the search results for the #isa2011 hashtag on Twitter.

Posted in Game talk | 1 Comment »
Game talk

What core gamers should know about social games

March 18th, 2010

The culture clash between social games and core gamers was on full display at GDC. I have been called a traitor to the cause of core gamers, even. :) At the awards show, when a Zynga rep claimed the social games award for Farmville and did a little bit of recruiting from the stage, he was not only booed, but someone shouted out, “But you don’t make games!” This is a common sentiment out there in the usual gamer haunts.

I have many many thoughts on all this — and I have been posting some of them in various places when discussions arise.

Yes, Farmville is a game. It just requires fairly little skill compared to games for “advanced” gamers. But by any reasonable definition of game, it fits perfectly. Read the rest of this entry »

Posted in Game talk | 112 Comments »
Game talk

GameBreakr interview

March 14th, 2010

While at GDC I did an interview with Gary Gannon of GameBreakr, and it’s now up on the site as two video clips. They were posted up with Justin.tv, and I can’t figure out how to embed them here… topics discussed include why core gamers should be excited about social games, where do AAA MMOs sit, and trends at GDC like 3d displays. But the link lets you watch them both back to back — it’s about 20 minutes worth of me blathering on.

Edit: here’s the vids!

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