-
"That's why guys like Tarn Adams or Vic Davis are a thousand times more interesting. They're making games, not DLC or marketing or anything else. A game, to them, isn't the launching pad. It's the rocket."
So that was Develop.
To put it in a nutshell – or at least, what I remember that can be bounded by a nutshell:
strong ideas, building bands, Kirks and Picards, theatre, cultural studies, mise en scène, horror through constraint, good individuals versus great teams, cultural studies, importing the wrong ideas about movies, rather good chocolate cakes, putting many names to faces, impromptu One Life Left appearance, listening to children, being a good teacher, nuArgs, still needing to play Chain Factor, developers’ main hatred of Flash being its lack of IDE (and static typing), all games are alternate realities, feelies, importance of good user-testing, importance of realistic user-testing, input-behaviour-control, cybernetics as model for AI, de-emphasising behaviour in favour of farming out to concepts, fish and chips in a Hove park, sea air, 2K Boston’s virgin-hiring practices, Kotaku-headline meme, lists of fantasy movies, The Final Countdown on four-player Band Brothers DX, raspberry coffee.
As for my talk, it seemed to go pretty well and people were positive. I’ll try to get it up within the week. I’ve also got some notes from a few sessions I’d like to write up, because my web and design readers might enjoy them. Doing that might make sense of some of those notes.
Thanks to everybody who made it so memorable: it was a pleasure to meet you all.
As mentioned earlier, I spoke at the NLGD Festival of Games conference in Utrecht a few weeks ago; it’s only now that I’ve got time to write it up.
I had a lot of fun: I got to meet a lot of smart people and as well as seeing some excellent presentations, on everything from interaction design to data visualisation, from storytelling to mobile play. I also got to participate in one of the best beer tracks I’ve seen in recent years, and met lots of lovely, smart, switched-on people and talk to (and at) them at length. I’ve got reams of notes to condense at some point, and lots of happy memories; in my books, that’s a success. Many thanks to the organisers, and to everybody who made me feel so welcome and who engaged me in chat.
I’d love to put the talk online, but you’ll have to wait a few more weeks; I’m going to be presenting a slightly tweaked version of the talk at the Develop conference in Brighton (as part of its Online track). Have no fear, though: once I’m done in Brighton, the slides and notes will all be online.
In the meantime, you might be interested in a brief interview I did with Gamasutra, which is now online, and which touches on some of the topics both of my own session and the rest of the conference.
Some exciting news: I’m going to be talking at NLGD, the Dutch Festival of Games in Utrecht, in two weeks time.
I’m going to be talking about “What games can learn from social software”. There’s lots of interesting stuff going in social software and Web 2.0 as a whole that really isn’t permeating far enough into the games industry – yet – so this talk is designed as an overview of some of the more interesting (and not immediately obvious) aspects of social software, and how they might apply to games. I think it should be both fun and informative, and despite the usual pressures, I’m looking forward to writing it a lot.
The talk itself is spun out of my session at Gamecamp, which turned out to be incredibly successful – lots of great discussion and enthusiastic feedback.
And so I’m going to Utrecht. Looking forward to it, if only because it’s always exciting to attend a conference outside your core interests. I’ve spoken about games before, but never to the games industry, so that’ll be quite exciting: lots of new people to meet, lots of new perspectives to hear.
It’s been linked up all over the place, but I may as well link it again: the Guardian are running Gamecamp, a one-day unconference about games and play, on the third of May, and I’m going to be there, cooking up some nefarious quiz-shaped entertainment with some of the usual suspects such as Dan, James, Lee, and a few others.
Obviously, it being an unconference, everyone attending is encouraged to talk, and I’m working on thinking up a session – but about what, I have no idea. Or perhaps I have too many. I’m hoping to do something along the lines of tight criticism – something detailed and focused. And I’m not sure what sort of games to talk about yet. But I’ll work something out, and I’m looking forward to what the other participants will bring.
Like most events suffixed -camp, it’s going to sell out fast. Tickets are available from Monday April 21st. If you’re interested in coming, good luck getting one. It’ll be fun to see you – and if you’re interested, I’ll gladly corner someone for a game of Lost Cities…
My notes from Reboot 9 are now online. Forgot to mention this when I did it last week, so am now making up for lost time.
When I say “notes”, I mean my notes on other people’s talks (as opposed to the notes on my own talk, which have been much requested and which are still in the pipeline).
Anyhow, do check them out if you’re curious as to what went on. They’re vaguely useful if you weren’t there; most things in [square brackets] are me extemporising, rather than anything the speaker said.
It’s been about two week since I went to FOWA2007 in London, and I’ve been meaning to write it up for a while. It was an… interesting experience, and I’ve been trying to find a way to frame why that is. Speeding on a train back from the provinces to London seemed a good way to concentrate my thoughts.
Last year’s FOWA was great: a one-day conference for