In Part I of our interview, Game Developers Conference
executive director Jamil Moledina discussed Apple's relevance for
game developers as well as some of this week's conference sessions. Here,
in Part II, he addresses our charge that last year's keynotes were more
self-serving than they should have been, explains how GDC is growing in
importance as a result of the collapse of the Electronic
Entertainment Expo, and gives us further insight into the conference
program. (Note: some of the information in
the interview was embargoed at the time of the interview in January,
but said embargo has since been lifted.)
One thing that I felt about last
year's GDC keynotes by [Playstation worldwide studios president] Phil Harrison and [Nintendo CEO] Satoru Iwata--and I felt the
same way about last year's key D.I.C.E. presentations by
Harrison and [Xbox corporate vice president] Peter Moore, by the way--was that they weren't what I wanted
out of a keynote. And while I can't speak for developers, if I were
a developer, it's not what I would have wanted out of a keynote either.
They were very much position papers, very press conference-like. You
had Mr. Iwata get up on stage and basically demo games, some of which
were shipping imminently. In the case of Phil Harrison, there was more
mystery around the PS3, so anything he showed was of interest, but I
felt that it wasn't until he got to talking about Singstar, and the
evolution of games from discs that you fire and forget about to manging
an ongoing relationship with networks of communities--that's when I
felt there was something abstractable to the general interest of people
in the room; primarily developers, and then by extension, journalists.
I felt the same way about Mr. Iwata: there were definitely some
lessons in what he was saying, but it was so tied to the products. So
in some ways, I was like, "Why am I here for this?" Is there any
direction--
Yes.
--that's been given to the keynoters
for this year to speak more to the audience that's actually there
rather than to their own corporate objectives, or at least find a way
to both?
That's a very perceptive analysis of the challenge that we face as
conference managers, in separating an editorial impact from a marketing
impact. This is one of the key distinctions that we draw for GDC
sessions of all kinds, including the keynotes: they must be
editorially sound. You asked what kinds of guidelines are provided to
keynote speakers. Well, each platform receives an identical first page
of keynote guidelines for GDC. Last year's guidelines reflected an
interest in seeing never-before-seen technology demos that showcased
the capabilities of the platform, or the philosophy of the development
of a key element of the platform, so that developers may extract from
those philosophies how to create games that are ideally suited for
those platforms. So the GDC keynote has a slight opportunity to promote
the platform, in the context of the editorial value to third
party developers and publishers who don't have that access.
All platforms received a similar set of guidelines this year, but they
were more developer-tuned and developer-focused. Also, the platforms
are really getting a sense of what the GDC audience looks for, the
balance between inspiration, learning and general sharing of knowledge
that isn't otherwise available anywhere else. I've been working with each
of the platform holders for several months. In fact, I'm not sure there
was ever a break in the discussion from the last GDC to the current
one, given the product cycle of the show. I can't actually share with
you what the guidelines were for this year, but let's circle back once
the keynotes hit, and I can tell you exactly what they were.
The guidelines come from the attendees and the GDC advisory board, and
I basically massage them into a coherent form, and offer a couple of
suggestions to each of the platforms as page two. That's the general
format. And they all really appreciate it too, because it gets
everybody on the same page, so that they understand the GDC
attendees interests, are able to map it to what each platform's
own developer relations interests are, and figure out something that's
going to work.
We now have D.I.C.E., GDC, the E3
Media Festival, and E For All; that makes four tentpole videogame industry events over the
course of the year. Where does GDC sit vis a vis the other three?
I'll take that backwards in time. I'm not sure what the
attendee expectation is for E For All, but that's a consumer event. Let's put that one aside,
because it is a consumer event. Although I'm generally optimistic about
E3, I'm looking forward to actually partnering with them in some
fashion--we used to partner with E3 in terms of co-marketing and
co-branding. We had a booth at E3, so we're actually right in there
with the some of the folks that feel they may no longer have the
opportunity to exhibit at E3, or may not get an invitation.
The interesting thing is that E3 and E For All have split apart. For a
long time, a number of people in in the industry, myself included, were
advocating a combined event, like Tokyo Game Show, that would have a
day of business meetings, then open it up to consumers. Because then
all of the key players have an incentive to be there. They need to
conduct business. And then it is open to the general public to see what
it is that we've all got going on. By splitting them into two separate
events, I wonder how that dynamic is going to play out; if the same
exhibitors that were at E3 would also want to go to a consumer-only
event? I'd love to see how that works out. It's a bold experiment.
We'll see how it goes.
But as far as how GDC fits into everything, of the industry-only
events, GDC is now physically the largest one. We have received
numerous inquiries from folks who were constituents of E3, either
technology companies or international pavilions, that do fit into the
core values of the GDC. So for those kinds of exhibitors, we have a
home for them. Also, we've received numerous inquiries from publishers
looking to find a way to have a continuous dialogue with the press and
the consumer throughout the year, and are seeing GDC more and more as a
way for them to platform their ideas and brands. Now this works out
fairly well from the GDC standpoint, because all sessions have to be
editorially sound. So we provide something of a filtering service to
the development community and the press community by accepting only
those talks that have editorial value to the developer community. So of
the reveals that are happening at GDC--and this has actually ramped up
considerably since Will Wright revealed Spore at GDC two years
ago--there's a strong correlation between that and editorial value to
our core attendees. Keep in mind, that is our number one value,
delivering learning and inspiration to the people that create games.
Any kind of large, deep pockets coming from other areas are a secondary
interest. We care about the individual developers paying for individual
passes. That's our economic bottom line.
But to get back on track, you will see a greater degree of interesting
reveals at GDC this year. I think about 8-10 or so, that we will be
able to connect and magnify, for both the developers and the press.
Each of the publishers that's participating with us in this fashion is
holding a press event, is helping to magnify and funnel the publicity
from these kinds of events. We
have a Fable 2 talk from Peter Molyneux, that includes a very
interesting reveal, a Microsoft-sanctioned reveal. We have a very
strong Lucasarts talk about the next-generation Star Wars game, that
will include materials that--did you see the E3 behind-closed-doors
thing?
Yep.
So it's the evolution of that, the use of third party simulation
and particle-based technologies, plus the integration of ILM-developed
technologies and other internal tools. We have a wonderful Final
Fantasy XII visual arts post-mortem; a Viva Pinata visual arts
post-mortem; and a Burger King business and management discussion about
how that deal came about and how effective it was. We have a Twilight Princess post-mortem by
Eiji Aonuma that we'll be announcing shortly. We have a retrospective
on game music by Koji Kondo, who composed Super Mario Bros and most of
the iconic Nintendo themes. We have a post-mortem of Loco Roco, provided
by Sony Japan.
We have a Gears of
War post-mortem on iterative design. We also have a sequence of
sessions on controllers. Now the theme of GDC is "Take Control," so
there's a literal element to it, which is about hands-on with new
interfaces. So we have session on controlling for Wii; for Playstation
3 we have a Lair controller talk; and a tongue-in-cheek--well, I think
it's tongue-in-cheek because we have it--a session on force-feedback in
next-generation consoles, by Microsoft. [Laughs.]
"Take Control" also refers to the ability to see all of the choices
that are on the table at once. For the last couple of GDCs, platform
holders have been somewhat hesitant to go into real detail about how to
develop and what the tricks are for developing for those platforms.
Now, with all of the consoles out, now that we have a new generation
instead of a next-generation, we're going to be featuring a lot more
content on how to create for those platforms. Microsoft has its
traditional developers day, and Sony has three sessions that will speak
to the tools developed internally for first party, shared now with
third parties. And this hasn't been done before. So this is a really
cool reveal. We're really happy to be able to host this at GDC, because
this is one of the things that we've been hearing a lot about from
third party publishers and developers: the complexity that they're
experiencing developing for the Playstation 3. So having these tools,
being able to use all of the secret sauce that went into creating the
beautiful look of Lair and Heavenly Sword and MotorStorm is all going
to be on display.
One of the biggest trends that we're observing at
GDC is the emergence of broadband as real practical element of games.
Not only game design and game distribution, but gameplay and game
interaction. We've all seen Gamerscores become something of a nerd cred
element and there are developments going on that amplify this. One of
the talks along those lines is called "Tip of the Iceberg." It's
presented by Lars Butler, who runs Trion Networks, you know kind of
what they're up to, right?
Yes.
So they're going to be expanding into a little bit more detail about
how they're implementing their idea. Howard Marks, the CEO of Acclaim,
is going to do a talk about how online is changing the reinvention of
Acclaim. And Martin de Ronde is will have a presence at GDC. He's one
of the guys formerly of Guerrilla, before they sold to Sony. He is
creating an altruistic game called One Big Game. It's the equivalent of
Live Aid, but in the videogame world. He is working on a core game, and
then different very well-known designers will contribute some of their
time and energy to customizing elements of it. The proceeds will go to
charity. It's a very interesting twist for us as an industry to show
that we are capable of giving back.
Similarly, one of our Serious Games keynotes is from
the team developing the One Laptop Per Child. It's in the games
industry's interest to develop games that have a small footprint that
can be deployed throughout the world on PCs that a lot more people will
have access to. And of course, that synchronizes with the stated
interest by every platform to go into the blue ocean of a broader
audience and not the same old pie that we've been feeding on for so
long.
Part
III: Moledina goes deep on the Super Columbine Massacre RPG!
controversy, the debate over whether games are toys or art, and whether
gamers and game developers may be the biggest obstacle in the way of
this medium achieving its true potential.