16 Things I learned from GDC Wednesday

I went to the Game Developers Conference yesterday.
- Team voice chat is now a commodity, a feature you can buy/rent for your game from companies like GameSpy.
- Players of team games don't like in-game voice chat.
- They want to talk with teammates outside of the game before team play (planning, coordination, training) and after (after-action reports, peer feedback).
- They want to keep their group together independent of a game service. They want the freedom to take their clan/tribe/friends to another world/network.
- They like the ownership and control Ventrilo offers but don't want its inconvenience and cost.
- Nobody in GDC's "audio track" is discussing voice chat. They care about designing a game's sounds and score and how to integrate them into the product and the gaming experience.
- Facebook and asynchronous gameplay have everyone's attention. AAA games are too expensive and slow-to-market unless you are very well funded. "Social games" cost less and make it easier to diversify, experiment and learn from your customers.
- Interoperability among games and player data portability are not interesting here. I wonder if activity streams might find some fans.
- Open source? What's open source?
- Creative commons? Oh, that could save on licensing art and music.
- Scarce talent? Producers with game experience. Recruiters settle for product managers from non-game software companies and try to reshape them for the game culture. I can't believe CAA doesn't have a practice to represent senior and up-and-coming game talent. By the way, this is a relatively new problem; five years' ago the hunt was for technical and storytelling talent.
- Auteurs seem to be the hub of studios and publishers collect them, steal them, and shore up their weaknesses.
- Game studios assemble teams for each stage in a game's life cycle, staffing up and moving people out as needed. The kind of project culture you see in civil engineering and Hollywood.
- Like film schools, schools for game makers teach teamwork and collaboration, including when to stab a fellow student in the back and kick the "dead weight" off the team.
- All the bigger live game companies are building deep pools of knowledge about player behavior, psychology, and how designs affect both. Deep and secret pools of knowledge.
- Hallway talk is nearly always better than the presentations. Companies compete with secret technologies, designs, and features. This means they only share widely known history and practices. Insights are sparse.
- Apple's iPad is droolworthy for game developers. Designers are imagining much richer mobile experiences than can fit on a phone's screen.
- Publishers confront a difficult and costly tradeoff. How do you make each game for every kind of device and user location (iPhone, iPad, PC, Wii, PSP, Xbox, SMS, television, etc.) with a consistent feel and identity while somehow adapting the experience to the strengths and limits of each platform and adding incentives to play across multiple modes? Resources are finite.
tags: gdc, gdc10, gdc2010, games, skype, voip, chat
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photo: cc-by Official GDC
Labels: business, design, developers, events, usa





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