Cast for two

Showing posts with label gdc. Show all posts
Showing posts with label gdc. Show all posts

Friday, February 22, 2008

GDC08 Day 5

Last day at the Game Developers Conference. Skip if you're not interested in games.
First talk today was "Planning the Wii Menu: From PreLaunch to Wii Ware" by Takashi Aoyana. Picture taking nor filming was allowed. This talk addressed mainly how the Wii Menu was designed. The design rationale is:

  • Fun for the entire family
  • Something new every day
Some new features for the Wii Menu version 3 are announced:
  • Creating channels from games on the disk
  • Sending messages at specific times
  • Activate an Internet Channel when following a link
  • The rhythm of the blue led is inspired on the sound of a Japane bird (agrisu or something)
  • new photo channel icon

More info in Wired : "Nintendo's Takashi Aoyama Talks WiiWare".
The next talk was about "Super Smash Bros Brawl" by Masahiro Sakurai (from Sora Ltd). This new Wii title will launch on March 9th, 2008.

This talk focused on the characters in the game: the selection, the graphics and the motion of the characters. For more see Wired article "Sakurai Talks About Smash Bros. Character Roster" or Video Interview: Smash Bros.' Masahiro Sakurai

After this Nintedo overload, I went to "Dinner Dash Hometown Hero, Gourmet Edition : Postmortem, Where casual games meet virtual worlds" by Brad Edelman (CTO/cofounder Playfirst) and Kenny Shea Dinkin (VP & Creative Director Playfirst).
Dinerdash is a popular casual game that was downloaded 200 miljoen times. The Hometown Hero version is about user generated content:

and about episodic content:

and they claim it works:
  • More then 50% from the Diner Dash Hometown Hero transactions come from sub-5$ items.
  • Playfirst users who have only bought sub-$5 items are growing significantly
  • 57% of Diner Dash Hometown Hero purchasers are first time buyers who never had purchased in the $20-obly business model
  • Diner Dash Hometowm Hero is the fastest selling game on playfirst.com
  • Episodic content is popular and drives strong sales - they've released 1 new restaurant/story per month since launch

And now for something completely different "Python for technical Artists" by Adam Pletcher. You can find the Python script and the slides on Volition website. I tought that this talk would explain how you can do artistic stuff with Python but it turned out it was about how to do repetitive stuff for artists.

Next talk was "Metaplace Postmortem: Reinventing MMOs"
by Raph Koster (President, Areae, Inc.) and Sean Riley (Lead Programmer, Metaplace).
I was quite interested in the concept of Metaplace but this talk focused more on the design of the technical architecture of Metaplace. Basically, they use web technology to democratise the development of MMO's. The idea is kind of cool but it remains to be seen if it will work out.

Thursday, February 21, 2008

GDC08 Day 4 Awesome

Another day at the Game Developers Conference in San Francisco. If you're not interested in my experiences at GDC just skip the posts with GDC in the title.

I started they day with a panel: "The future of story in Game Design" a panel Deborah Todd, Denis Dyack (Silicon Nights), Mary DeMarle (Eidos), Matt Costello (id Doom), Metthew Karch, Michael Hall (Timeshift) and Tim Willits (id soft, Doom). Most panels are boring but this one is the exception that confirms that rule. There was strong controversy that made the panel fun. The conclusion was that game writers/story tellers should be part of the overall game design from the beginning.
Deborah Todd was involved in several games for kids and wrote a book "Game Design : From Blue Sky to Green Light".

Next, I went to the keynote "The next 20 years of gaming" by Ray Kurtzweil (picture below).
Ray Kurtzweil
I bought Rays book a few year ago but I didn't like it. Some I putted my expectations low for this keynote. It turned out that his presentation was even worse. He skipped a lot of slides, he had no new message, it was not about games and he was not inspirational. He was explaining what Spore was about, you can image how he didn't know his audience. Cleary a miscast by gdc. To bad.

"Halo vs. Facebook: the emotions that drive play" by Nicole Lazzaro (author of "Why we play games together"). Last years presentation was realy interesting. I also think that a social approach to games is a very important angle to understand games. So I was curious what this presentation would bring. She compared Facebook with Halo from an emotion point of view. Nicole believes there's a lot of potential for gaming in Facebook. One of her points is that current Facebook games are only about ping. If the ping triggers some threshold in the social fabric a viral wave is created that grows quickly but then dies. In games like Halo, there is ping and pong and hence a sustainable conversation can emerge.

There was a critic that a social comparison of an social platform like Facebook with Halo is a bit unbalanced and of course favors Facebook.

"Creating Spielberg's BOOM Box" by Louis Castle (Electronic Arts) Boom Box is a new game from EA for the Wii. The game concept is: "A software toy maximizing the Wii's controller with the compulsion loop of destruction and creation".

It looks like the free game Phun is something in the same direction.

In "My first MMO" Dave Jones (of Grand Theft Auto, Crackdown fame) presented his new upcoming game: APB. A lot of attention has been paid to free form personalistation. The realism of the character editor is realy awesome:

Friday, February 15, 2008

Leaving for GDC 2008

Finally, less than a day before I leave to San francisco. Me and my collegue are the lucky bastards that can attend the conference about interesting complex software applications (aka games ;-) ) GDC 2008. I hope to bring news here about Sony's Playtv, about Spore, Ipod Touch in a Starbucks, Google's Wifi network and all other new hot trends. Stay tuned.