9am
Trying to give myself a bit of a break after a couple of fun but exhausting
days, I hung out at the hotel playing NBA Street 2 instead of getting an early
start to the conference.
10am
One of the most enigmatic people that you can listen to is Will Wright.
The maker of "The Sims" and "Sim City" has been a definite innovator in the
world of games. The session that we listened to was a background look at
how Will does his mental aspects of game design. Actually he took the
opportunity to show off some of his pet projects and hobbies, but I don't
believe anyone was complaining. One of the more interesting things that he
showed was some robots that he and friends worked on in their spare time.
He showed a couple of videos where they had introduced the robots into
situations where they would interact with humans, to see how the human beings
reacted. If you were thinking that Will is really some sort of sociologist
scientist at heart you probably right on. A little more about the robots
can be read
here.
11am
I went straight from watching Will Wright to meeting with nVidia. I had
decided to give them a shot at my time based on the work that they had done in
the past to help further Indie gaming. Notable was last year's help in
Bridge It! That game was really just Pontifex II with a different graphical
face, and the graphics are absolutely wonderful, from what I could see from the
screen shots. Unfortunately, my meeting with them seemed to not go so
well. They started by stating they could fix my problem with not actually
being able to play Bridge It! due to its intense video requirements. They
went on to talk about all the great things they do for developers and how they
have helped in getting people video cards, systems and laptops. However
when I asked a bit more about it, they pulled way back from that claim stating
that it is only something they do on rare occasion. Anyway, after about an
hour with nVidia I left not knowing much more than I did when I came in.
They are trying to help indie gaming and innovation in general. However,
it does appear that they may be offering more invisible carrots than real ones.
12 Noon
I
finally made it to the Indie floor with no more sub-plots to pull me away.
I got to chat more with most of the teams on the floor including the guys at
Chronic Logic, Seth Robinson from RTSoft.com,
Iain McNeil from the Spartan team, and a whole bunch more. I even
managed a couple of photographs finally (the pic here of me with the Chronic
Logic guys was taken by Edmund the artist behind their newest game Gish). There
is a large part of me that wishes I'd been able to spend more hours of the
conference hanging out engaged in conversation with the finalists. I
believe that in the end I was able to do more of that last year than this year
despite spending more than twice as much time at the conference this year.
4pm
I had made it a point on my schedule to make it to the last of the Indie
Roundtable discussions, and so we ended in a large room in the back-most corner
of the conference center. The discussion was actually quite a bit better
than the previous Roundtable I attended, and there was a key piece of knowledge
handed down. If you read the
Articles for Independent Developers
on the Dexterity website you'll find that they often refer to doing some market
research. People have asked just what that meant and how to apply that to
Indie gaming, and during this roundtable Steve explained how he settled on doing
Dweep. He stated that he went to tucows.com and looked at where the
majority of games were being downloaded from based on numbers. He then
cross-referenced that with how much of a mainstream commercial connection there
was. So for example, Sport games were among the most downloaded, but also
they had the highest commercial percentage of games. He then found that
there were a large number of Logic/Puzzle game downloads, but relatively few
high-quality games in the group. Thus he then focused on that area.
It was certainly interesting to hear how he actually went about it.
5pm
With the end of the roundtable we headed for dinner and then to the hotel for a
nice night of 4 hours of sleep before heading out to the airport. It was
sad to have another IGF come to an end. I can only hope that I am able to
make it again next year.
Highlight of the day
During the roundtable discussion Brian Wane, a would be Indie developer said
"I'm an indie developer because I have a problem with authority." Having
talked to as many indie developers as I have, I have often gotten the same
feeling about some of them. The real reason they broke off and did it on
their own was because they had trouble working with those above them. It
was fun to hear someone fess up to it.
General Impression:
I got way to involved in being at the conference this year and think that I
missed out on some of the things that would have been the most enjoyable, namely
chatting with more of the Indie guys. The GDC is mostly what you make of
it, and I'm not sure I made the most of it this year. One thing that was
definitely clear for those who played games like Viewtiful Joe is that Indie
doesn't have a corner on the market on innovation. All of gaming is
innovating and changing all the time, and I believe that it is for the better
and will lead to more enjoyable games that stretch the player as much they do
the developer.