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  • Catching Up With Game Developers Conference Executive Director Jamil Moledina, Part I

    N'Gai Croal | Feb 18, 2008 05:18 AM
     GDC's Jamil Moledina

    In the run-up to last year's Game Developers Conference, we published a wide-ranging three-part exchange with GDC executive director Jamil Moledina, covering everything from our concerns about the approach of console manufacturers to the GDC keynotes to the controversy swirling around the Slamdance Film Festival over the game Super Columbine Massacre RPG! Moledina graciously agreed to return to the Level Up hot seat ahead of this year's show--which kicks off today in San Francisco--for a Q&A that we'll be publishing in two parts. In today's Part I, we discuss the amount of time and planning that goes into GDC; whether product casualization or audience stratification best describes a recent trend in videogames; and the commercial prospects for short session game developers. Read on.

    After a conference is finished, how soon do you start planning the next one? Do you get a little break, or do you roll right into sketching out the next conference the following Monday?

    I roll right into it six months before. The GDC has about an 18-month product cycle. So at this point in time, we are deep into GDC '09. even though we're just three weeks away from GDC '08. And although I do take a few days off after GDC there's so much preparation that needs to go into this show. I mean, it's a multi-million dollar, 16,000 person live, five-day show. And there's a sense of responsibility that we all have to deliver the largest professional-only industry show that there is. So there's a lot riding on it--there's so many moving pieces involved that we need to have a lot of work done way, way, way in advance.

    What are the key components to making something like GDC work?

    There are several key disciplines involved. The core of it is the conference itself. So we put a lot of energy into developing an experience that fits the core values of the show: learning, inspiration, and networking. That's the central foundation, and everything that we put into the GDC has to reflect one or more of those components, so we build the show from there.

    Now, there's a lot of nuts and bolts involved as well, given the scale of it. We have 400 sessions, 25 concurrent tracks--meaning 25 rooms running at the same time with different content all the way through the three days of the main GDC. The Monday and Tuesday content is very specialized, drilled down summits and tutorials.

    The first thing we need to do is make sure that all of our content is locked in, accurate and feels right. That's a combination of having an open call for submissions from the industry; having an advisory board composed of industry veterans, as well as those with their sleeves rolled up digging through--and making--the best games of our time so that we have a sense of judgment that is accurate. Because internally we have an editorial perspective, but essentially the GDC is built as something by developers for developers, and has to be reflective of those interests and concerns and values.

    As best as you can tell, what two or three things characterize the major concerns--the collective concerns--of developers in 2008?

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  • Still Hooked on Comics: 1UP Yours' New Fantastic Four Welcomes Level Up For Two-Issue Run

    N'Gai Croal | Feb 18, 2008 04:31 AM
     The 1UP Yours crew: (left to right) Bryan Intihar, Shane Bettenhausen, Andrew Pfister, Garnett Lee and Shawn Elliott

    Last Thursday, the staff of Level Up made a guest appearance on the Ziff-Davis podcast 1UP Yours. Though the lineup has changed a number of times since hitting its stride--so long, Luke! Farewell, John! Happy trails, Mark!--it has nevertheless remained our videogame podcast of choice; its Friday afternoon availability confirming the onset of weekend freedom. On last week's show, topics included:

    • --The cult hit No More Heroes (not all it's cracked up to be, according to Shawn Elliott)
    • --Army of Two (noticeably improved, with a cool new multiplayer co-op mode, says Garnett Lee)
    • --The Club (better than some of the reviews would indicate, swears Level Up)
    • --The January NPD sales figures (we'll wait to see if PS3's victory over Xbox 360 represents a blip or a trend, says the entire panel)
    • --Some interesting tidbits about Xbox boss Don Mattrick and his right hand man John Schappert, who's delivering a GDC keynote this week 
    You can download last week's podcast in its entirety by clicking here; to see what other listeners had to say about the show, click here and here. And be sure to tune back in this Friday, when the Fearsome Foursome not only welcome Level Up back to the studio for a second round under the hot lights, but our Brooklyn blogging nemesis as well: MTV Multiplayer's Stephen Totilo. Like Wolverine vs. Sabretooth, Rorschach vs. Dr Manhattan, or Archie vs. Reggie, this next podcast promises to be a donnybrook of epic proportions. Don't miss it.
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  • Level Up's Top Ten Gaming Tidbits for Feb 18th, 2008

    N'Gai Croal | Feb 18, 2008 12:01 AM
    1. EGO...trip: Comics, videogames and the cultural ghetto prompt online chatter, debate
    2. ALO...ne in the Dark: so promising, Atari should ditch the aging IP, give it a new name
    3. CAN...you create an interactive game about teen dating violence?
    4. NIP...slip: Bared breasts in Conan MMO--fidelity to the license, or just cheap thrills?
    5. HOT...Flash game's unique gameplay mechanics demand that you play it right now
    6. PHD...Why the mainstream media hates your favorite pastime--hey, wait a minute...
    7. HOW...a videogame developer struggles with the question, "What do you do?"
    8. VSM...The U.K. Guardian vs. the U.K. Guardian on the literary merits of games
    9. CHE...aters never win: when is it permissible for reviewers to seek help?
    10. RND...How an obscure junior college coach is revolutionizing modern basketball
    More
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