Grandma’s playing Final Fantasy XIII

Final Fantasy XIII has been the focus of Grandma’s anticipation since 2006. Whenever a game she played didn’t quite pass muster or when a giant hole of suck formed on a new releases calendar, she would wonder, out loud, to nobody in particular: "I wonder when Thirteen is coming out."She said this so much that FFXIII became the Undying Lands to Grandma’s Middle-earth, spilling into conversations
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I brake for GDC

GDCbug_2010_200x200 I'm taking a few days off to catch my breath and steel myself for the sublime madness of GDC. I'll be posting from the event, hoping to bring you stories that won't replicate all the fine coverage you'll find elsewhere.

It's impossible to attend all the sessions I'm curious about, so I'm building a schedule that allows me to take in as many as I can, while still leaving time to explore and chat with people I meet. If you plan to attend, look me up. I'll be the older guy with the curly hair and the wide-eyed goofy look on his face. 

Stay tuned for more on GDC '10. I hope you enjoy.

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At GDC 2010

GDC has come once again. I’ll be in San Francisco and would be happy to meet up with anyone. Just drop me an email at danc [at] lostgarden.com.

This year I’ll be giving two talks, both during the prime napping hours of day.

The Convergence of Flash Games and Social Games
Wednesday (March 10, 2010) 1:45pm — 2:45pm

IGDA: Working to Death – Game Developers and the Future of Work-Life Balance
Thursday (March 11, 2010) 1:30pm — 2:30pm
With Erin Hoffman (IGDA Board Member, Quality of Life SIG cofounder, Moderator), Hank Howie (President, Blue Fang Games)

take care
Danc.


PS: Steambirds is out. That means you can play it. Right now. If you like it, you owe Andy a beer. http://armorgames.com/play/5426/steambirds

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I brake for GDC

GDCbug_2010_200x200 I'm taking a few days off to catch my breath and steel myself for the sublime madness of GDC. I'll be posting from the event, hoping to bring you stories that won't replicate all the fine coverage you'll find elsewhere.

It's impossible to attend all the sessions I'm curious about, so I'm building a schedule that allows me to take in as many as I can, while still leaving time to explore and chat with people I meet. If you plan to attend, look me up. I'll be the older guy with the curly hair and the wide-eyed goofy look on his face. 

Stay tuned for more on GDC '10. I hope you enjoy.


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Step up

Sixdaysinfallujah_3_small

IGN is reporting that Six Days in Fallujah, the first game to focus directly on the war in Iraq, is finished and ready for release. The controversial title by developer Atomic Games was announced by Konami last April and cancelled three weeks later following criticism from a variety of groups and organizations.[1] Atomic Games is a division of Destineer Games which, among other things, makes training tools for the US military.

Atomic doesn't say so directly, but it appears they're looking for a publisher willing to step up and publish the game. I say it's time for a publisher to do just that. It's time for someone with vision, conviction, and cash to unequivocally lay claim to creative autonomy and freedom of expression as fundamental imperatives for games. It's time for a publisher to publicly assert, with money as its marker, that games can resonate culturally only if they're free to explore unexamined ideas and challenge our comfort zones.

Plenty of people have argued on behalf of Six Days in Fallujah, citing a double standard separating games from film and television. Why, they say, should games be prevented from going where films like Battle for Haditha or The Hurt Locker have gone? 

This is a useful observation, but it relies on the increasingly threadbare argument that games deserve to occupy the same culturally respectable space as other media. Claiming it doesn't make it true. It will never be widely seen as true until games finally elbow their way to a place at the table. No one is holding that place for us. No invitation is forthcoming. You gain your place at the table by forcing your way in and then making yourself essential to the conversation that ensues. We aren't there yet because we haven't demanded to be there.

Six Days in Fallujah is that elbow to ribs. I don't know if it's a good or a bad game. I haven't played it. What I know is that the developer interviewed 70 people with intimate experience in Iraq, including returning Marines, Iraqi civilians, enemy insurgents, war historians, and senior military officials.[2] I know they hope to convey through the player's experience an emotional and psychological arc that reflects something truthful about what happened in that battle.

The game may or may not deliver on its ambitions, but success or failure are beside the point in this case. Konami didn't cancel the game because it fell short of its design goals. Six Days in Fallujah was canceled because Konami decided it had more to lose than gain by publishing it. It bowed to pressure from people who made (mostly) baseless or uninformed claims about the game.

Several phrases recur throughout the criticisms leveled at Six Days in Fallujah – a game, by the way, that not a single critic has played. The most common among these are: "exploiting," "trivializing," "glorifying," and "too soon."

I don't mean to diminish or overlook the suffering that many of the game's detractors have experienced. I understand their objections stem from real, heartfelt concerns. But these are the very places artists must go. There is no safe way to explore these painful issues. In fact, the safe way is the surest way to oversimplification; the surest way to telling lies.

The fact that I charge an audience money to see the art I create doesn't mean I'm "capitalizing" on a painful event that caused great suffering. What fuels an artist's fire may also be the cause of human conflict or desperation. The artist is drawn to these places. He has no choice. His freedom to explore the world using the tools of his art must be assiduously protected, encouraged, and, yes, even funded.

The charge that Six Days in Fallujah trivializes or glorifies horrific events will surprise no one. It stems from an assumption that games lack the capacity for any other response to violence. Games have done little to challenge that assumption, and no amount of blog posts or GDC roundtables will convince anyone otherwise. 

Six Days in Fallujah is an opportunity to begin tearing down that wall. If we believe games can be, or do, or say more, then we must produce those games and push through the inevitable resistance to them. If Six Days fails, we learn what can be learned from that failure, and we build the next game better.

What's needed now is an enlightened publisher willing to facilitate that process, clearly articulate the stakes, and take the inevitable heat. Maybe it also means losing money. I don't know if such a publisher exists, but for the sake of dangerous games, I hope so.


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The Heavy Rain conversation

Ethan

Since posting my thoughts on Heavy Rain, I've been reading other views on the game – some affirming, others opposing mine. More than once I've seen Heavy Rain described as a love-it or hate-it affair, but such a simple summary doesn't reflect the broad spectrum of responses this game has received, even among the commenters here. 

It's hard to ignore so many reasoned viewpoints, so I've begun playing Heavy Rain again to see if approaching the game with a different mindset will alter my experience. I don't re-play games often, but in this case it seems like a thing worth doing. We'll see what happens.

The conversation that's sprung up around Heavy Rain is the most interesting I've seen since Braid was the game in our crosshairs. It invites ruminations on storytelling, agency, mechanics, and genre (among other things); and it provokes proclamations ranging from "…the future of video games may be closer than we thought"[1] to "…ham-fisted schlock and downright broken storytelling."[2]

Given the range of responses to Heavy Rain, I thought it might be useful to account for some of the most salient ones. I've already had my say, so I won't rehash those issues here. But plenty of people see the game differently – or see other problems I didn't see – and here's a sampling of what they're saying.

Note: I'm summarizing perspectives shared by a variety of people, so for simplicity's sake I won't attribute them to individuals. I encourage you to peruse the comments on my previous post where thoughtful folks like Unanbangkay, CBZ, Nat, JPLC, Louis F, Nels and many others share their individual takes.

  • Heavy Rain's emphasis on controller inputs is an effective expression of agency. The player is forced to respond, often in real-time, with little opportunity for reflection. Branching dialogue trees that strive for agency through 'player choice' break the sense of urgency games ask us to accept.
  • David Cage wants us to identify with the everyday physical lives of his characters, so he gives us control over trivial physical actions. The problem is that reproducing an everyday movement with a thumbstick gesture is nothing like doing it for real. So, in the end, we're being asked to substitute one abstraction for another. Twirling a thumbstick to open a refrigerator is no less artificial or arbitrary than pressing a button to open it.
  • Heavy Rain forces the player to absolutely focus in critical pressurized situations. When a cop is bearing down on you, asking questions Ethan should know the answers to, the barrier separating player from character is dissolved. You can't shoot your way out or hit the Pause button. You're in the spotlight sweating.
  • The game fails because it refuses to use the language of the medium. Heavy Rain attempts to translate a film into a video game by incorporating interactivity, but that media marriage doesn't add value. Consequently, it's neither a good film nor a good game. It's a regressive hybrid.
  • The game has the power to make you feel afraid/nervous/tearful/anxious/guilty. Dismissing Heavy Rain as a glorified point-and-click adventure grossly understates its impact on an open-minded player. Get on board and take the ride the game wants to give you.
  • Heavy Rain illustrates 'the uncanny valley of player agency.' The more control a player is given over trivial things, "the more
    unrealistic, jarring and infuriating the arbitrary barriers become.
    [3] Simulating everyday reality in a game is an interesting exercise, especially when we're accustomed to playing epic shooters. But after the novelty wears off, what's the point?
  • Why must every major game be measured by its ability to move the ball down the field? If Heavy Rain doesn't usher in a new era of games, does that mean it's a failure? Is there no room for a game like Heavy Rain? Does it threaten the existence of other games? Heavy Rain tries something new and different. It may not fully succeed, but few big experiments do.
  • If you're looking for well-written interactive drama full of meaningful high-level choices, play a great text adventure game.

My experience with Heavy Rain wasn't especially positive, but I'm willing to give it another try. In the meantime, I'm grateful for the vigorous conversation surrounding the game. Maybe that's where the real lasting impact of Heavy Rain will be found.


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Heavy Rain

Heavy Rain

Note: storytelling is paramount in Heavy Rain, so I've purposely limited my descriptions to its prologue. You can read without fear of spoilers.

I am the target audience for Heavy Rain. I'm a devoted gamer hungry for something different. I'm a father who has begged for games that address me and my concerns. I'm a theater artist who wants more expressive characters and complex stories. I'm the guy who's tired of saving the world, and I'm sick of guns.

Heavy Rain addresses all those concerns. Why, then, does it leave me feeling so cold?

Creator David Cage has said "Heavy Rain is not a videogame…" and he's mostly right. The first trophy the game awards is called "Interactive Drama," which suggests how Cage and his team at Quantic Dreams see this game from the player's perspective. 

The problem with this description is that Heavy Rain's interactive elements intercept the drama that might have emerged from the player's experience inside the story. Ironically, the game that doesn't want to be a game is sabotaged by its "game-ness."

Heavy Rain fails as interactive drama because my interactions have almost no dramatic dimension. Heavy Rain mistakes player input prompts for agency. It assumes calibrated control over an avatar's movements produces a stronger connection between player and character, when in fact it produces the opposite effect. Ultimately, playing marionette with an on-screen character distances me from the inner life of that character and forces me to focus on activities that have very little to do with drama.

Heavy Rain situates a system between the player and the game that heavily mediates the player's experience. Such systems exist in every video game, but the trajectory in narrative game design has been toward system/interface invisibility, with games like Far Cry 2 and Fallout 3 erasing (or seeming to erase), the lines separating player from in-game experience.

Heavy Rain adopts an opposite approach, persistently interjecting on-screen prompts, timed or sequential button presses, and other "do this now" commands that repeatedly remind the player he or she is playing a game. What's more, the gamepad itself functions as a recurring object of player awareness, with on-screen indicators to tilt or shake the device precisely as the game requires.

I don't object to games making me aware of their 'game-ness' (nod to Mr. Suda), but Heavy Rain is at cross-purposes with itself in this regard. It wants to immerse me in a realistic, character-driven story with detailed environments and atmospherics; but it also wants me to remain outside that experience, ever-vigilant for the next quick-response button-press. 

The game insists that I focus, even for mundane activities like carrying groceries, on carefully following directions delivered to me visually on-screen. The simple act of carrying groceries is subsumed by the mechanical procedure of executing a series of prompts for no apparent reason. This, for me, is the primary disconnect in Heavy Rain. My mechanical game-directed actions don't amplify or add meaning to the in-game behaviors they execute. They don't pull me in; they keep me out. 

And so the game manages to reverse the player/avatar relationship. In Heavy Rain, I'm the object manipulated and the game plays me. While I can imagine a game leveraging this role-reversal in exciting ways (Eternal Darkness comes to mind), Heavy Rain does little with it that feels meaningful. My job is to press the right buttons when I'm told and occasionally respond to a palette of choices I'm given. After I respond, the game delivers me to the next situation where I will be precisely instructed how to proceed. The game treats me like a trained monkey.

Confoundingly, I'm given control over exactly how slowly I wish to open a door or flush a toilet, but my decision to take a shower triggers a cutscene in which I watch the character shower…followed by motion control prompts to dry his hair with a towel. It all feels arbitrary. Characters reveal their thoughts when I pull the L2 trigger (e.g. "Should I work or tend the garden?"). But when I'm prompted to pick up a wedding photo and look at it, he has no thoughts at all. The game cuts to a closeup of his face and a small smile appears, but nothing more. Why? Once I've returned that photo to its place, I'm unable to pick it up again. Why? 

I want to explore the rest of the house, but when I attempt to descend the stairs, the game cuts to a shot of the character's face, and I hear him say "I'd better take a shower and get dressed before I go downstairs." Why am I free to impose my choices on this character by exploring his environment in an un-timed fashion, but only upstairs? 

Such constraints permeate the experience of playing Heavy Rain, and when the stakes are raised later in the game, they feel especially confining. The game is at odds with itself from beginning to end. It persistently reminds me that neither I nor my avatar possess consequential autonomy. In Heavy Rain, the game itself controls the game, and that doesn't feel much like interactive drama to me.

Go to Source

Heavy Rain

Heavy Rain

Note: storytelling is paramount in Heavy Rain, so I've purposely limited my descriptions to its prologue. You can read without fear of spoilers.

I am the target audience for Heavy Rain. I'm a devoted gamer hungry for something different. I'm a father who has begged for games that address me and my concerns. I'm a theater artist who wants more expressive characters and complex stories. I'm the guy who's tired of saving the world, and I'm sick of guns.

Heavy Rain addresses all those concerns. Why, then, does it leave me feeling so cold?

Creator David Cage has said "Heavy Rain is not a videogame…" and he's mostly right. The first trophy the game awards is called "Interactive Drama," which suggests how Cage and his team at Quantic Dreams see this game from the player's perspective. 

The problem with this description is that Heavy Rain's interactive elements intercept the drama that might have emerged from the player's experience inside the story. Ironically, the game that doesn't want to be a game is sabotaged by its "game-ness."

Heavy Rain fails as interactive drama because my interactions have almost no dramatic dimension. Heavy Rain mistakes player input prompts for agency. It assumes calibrated control over an avatar's movements produces a stronger connection between player and character, when in fact it produces the opposite effect. Ultimately, playing marionette with an on-screen character distances me from the inner life of that character and forces me to focus on activities that have very little to do with drama.

Heavy Rain situates a system between the player and the game that heavily mediates the player's experience. Such systems exist in every video game, but the trajectory in narrative game design has been toward system/interface invisibility, with games like Far Cry 2 and Fallout 3 erasing (or seeming to erase), the lines separating player from in-game experience.

Heavy Rain adopts an opposite approach, persistently interjecting on-screen prompts, timed or sequential button presses, and other "do this now" commands that repeatedly remind the player he or she is playing a game. What's more, the gamepad itself functions as a recurring object of player awareness, with on-screen indicators to tilt or shake the device precisely as the game requires.

I don't object to games making me aware of their 'game-ness' (nod to Mr. Suda), but Heavy Rain is at cross-purposes with itself in this regard. It wants to immerse me in a realistic, character-driven story with detailed environments and atmospherics; but it also wants me to remain outside that experience, ever-vigilant for the next quick-response button-press. 

The game insists that I focus, even for mundane activities like carrying groceries, on carefully following directions delivered to me visually on-screen. The simple act of carrying groceries is subsumed by the mechanical procedure of executing a series of prompts for no apparent reason. This, for me, is the primary disconnect in Heavy Rain. My mechanical game-directed actions don't amplify or add meaning to the in-game behaviors they execute. They don't pull me in; they keep me out. 

And so the game manages to reverse the player/avatar relationship. In Heavy Rain, I'm the object manipulated and the game plays me. While I can imagine a game leveraging this role-reversal in exciting ways (Eternal Darkness comes to mind), Heavy Rain does little with it that feels meaningful. My job is to press the right buttons when I'm told and occasionally respond to a palette of choices I'm given. After I respond, the game delivers me to the next situation where I will be precisely instructed how to proceed. The game treats me like a trained monkey.

Confoundingly, I'm given control over exactly how slowly I wish to open a door or flush a toilet, but my decision to take a shower triggers a cutscene in which I watch the character shower…followed by motion control prompts to dry his hair with a towel. It all feels arbitrary. Characters reveal their thoughts when I pull the L2 trigger (e.g. "Should I work or tend the garden?"). But when I'm prompted to pick up a wedding photo and look at it, he has no thoughts at all. The game cuts to a closeup of his face and a small smile appears, but nothing more. Why? Once I've returned that photo to its place, I'm unable to pick it up again. Why? 

I want to explore the rest of the house, but when I attempt to descend the stairs, the game cuts to a shot of the character's face, and I hear him say "I'd better take a shower and get dressed before I go downstairs." Why am I free to impose my choices on this character by exploring his environment in an un-timed fashion, but only upstairs? 

Such constraints permeate the experience of playing Heavy Rain, and when the stakes are raised later in the game, they feel especially confining. The game is at odds with itself from beginning to end. It persistently reminds me that neither I nor my avatar possess consequential autonomy. In Heavy Rain, the game itself controls the game, and that doesn't feel much like interactive drama to me.


Go to Source

Bump

Bumper Car - Mecpower
The San Francisco Convention and Tourism Bureau will have you believe its historic cable cars are a feature attraction of the City by the Bay. This may be true most of the year, but for one week in March, the Moscone Center hosts a special event known as the GDC Bumper Car Rally - a dizzying festival of colliding lectures and side-swiping roundtables sure to confound even the most careful schedule builder.

Don’t get me wrong. I’m not complaining. It’s a treat to attend GDC, and I’m grateful for the opportunity to go again this year. But perusing the 2010 conference schedule is a simultaneously beguiling and baffling experience. So many exciting sessions … slated at the same times!

I sat down last night and marked the lectures, panels, etc. that genuinely interest me. I purposely omitted IGDA SIG meetings, poster sessions, and tech tutorials simply to keep my list manageable.

This morning, I pared it down again, forcing myself to eliminate anything that didn’t truly pique my curiosity.

Below is the unwieldy result. Be sure to check out Thursday at 4:30, when there are no less than 8 conflicting sessions I’d like to attend. Insane. Click on any of the session titles for a complete description.

Session Speaker(s) Day Start
The Musical Recipe of Emotion Speaker/s:
Chance ThomasMarty O’DonnellTom SaltaJason Hayes and Laura Karpman
Thu 9:00 AM
The Complex Challenges of Intuitive Design Speaker/s:
Josh Atkins and Peter Molyneux

Thu 9:00 AM
Uniquely Ruthless: The Espionage Metagame of EVE Online Speaker/s:
Alexander Gianturco
Thu 10:30 AM
Thin Gray Line: Musical Sound Design Explored Speaker/s:
Troels Folmann

Thu 10:30 AM
The AI of BioShock 2: Methods for Innovation and Iteration Speaker/s:
Kent Hudson

Thu 10:30 AM
From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences

Speaker/s:
Yoshio Sakamoto

Thu 10:30 AM
Among Friends – An Uncharted 2: Among Thieves Post-Mortem Speaker/s:
Richard Lemarchand
Thu 1:30 PM
One-Page Designs Speaker/s:
Stone Librande

Thu 1:30 PM
Game Writers’ Round Table: Techniques, Tips and Tricks

Speaker/s:
Richard Dansky

Thu 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding
Thu 1:30 PM
A Day at the Museum: How the Smithsonian is embracing games Speaker/s:
Chris Melissinos and Georgina Bath Goodlander

Thu 1:30 PM
Broadening a Genre While Retaining Its Soul Speaker/s:
Tom Cadwell
Thu 1:30 PM
As Long as the Audio is Fun, the Game Will Be Too Speaker/s:
Akira Yamaoka

Thu 1:30 PM
What Happened Here? Environmental Storytelling Speaker/s:
Matthias Worch and Harvey Smith
Thu 3:00 PM
Little Hands, Foul Moods, Runny Noses 3: Research for Developing Kid-Friendly Social Gaming Experiences Speaker/s:
Carla Engelbrecht Fisher

Thu 3:00 PM
Behind the Scenes: Uncharted 2’s Unique Cinematic Production Process

Speaker/s:
Amy Hennig and Josh Scherr

Thu 3:00 PM
Introducing the PlayStation 3 Motion Controller Speaker/s:
Kirk Bender and David Coombes
Thu 3:00 PM
A Day In The Life: Creating The Beatles: Rock Band Speaker/s:
Ryan LesserDare Matheson and Josh Randall

Thu 3:00 PM
Starting Something New – Women in Games Speaker/s:
Megan GaiserCelia PearceSonja KangasJulia Brasil and Tiina Zilliacus
Thu 3:00 PM
Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies Speaker/s:
Rob Pardo

Thu 3:00 PM
Better Movement Games Using Psychology:
5 Reasons Some Wii Games Are More Fun Than Others
Speaker/s:
Katherine Isbister
Thu 4:30 PM
Perfecting the Pixel: Refining the Art of Visual Styling Speaker/s:
Michael Endres and Frank Kitson
Thu 4:30 PM
Raising The Bar: A Bioshock 2 Audio Post-Mortem Speaker/s:
Guy SombergMichael Kamper and Michael Csurics

Thu 4:30 PM
From Fantasy to Franchise: How to Build a Universe Worthy of Devotion Speaker/s:
R.A. Salvatore
Thu 4:30 PM
Are Women the New Hardcore Gamers? Speaker/s:
Amy Jo KimWanda MeloniJessica TamsMorgan Romine and Shanna Tellerman

Thu 4:30 PM
Creating a Unique Visual Direction: The Successes and Failures of Creating a Near-Future Cyberpunk Setting with a Renaissance Twist in Deus Ex 3 Speaker/s:
Jonathan Jacques-Belletete
Thu 4:30 PM
Achievements Considered Harmful? Speaker/s:
Chris Hecker
Thu 4:30 PM
Micro or Massive: It’s Fricking Tough to Achieve a Vision Speaker/s:
Richard Lemarchand and Baiyon Tomohisa Kuramitsu

Thu 4:30 PM
Scoring Hell: How We Created the Score for EA’s Dante’s Inferno from Inception to Final Implementation. Speaker/s:
Garry Schyman and Paul Gorman
Fri 9:00 AM
Environmental Narrative: Your World is Your Story Speaker/s:
Richard Rouse III
Fri 9:00 AM
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas! Speaker/s:
Jesse SchellRichard LemarchandIan BogostSuzanne SeggermanChaim GingoldMargaret RobertsonSam RobertsGary PennJane Pinckard and Kellee Santiago

Fri 9:00 AM
Where It All Began: Lessons That Can Be Learned From ‘First Generation’ Music Speaker/s:
Rod AbernethyTommy TallaricoBrad FullerBrian Schmidt and Alexander Brandon

Fri 1:30 PM
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves Speaker/s:
Neil Druckmann and Bruce Straley
Fri 1:30 PM
Experimental Gameplay Sessions Speaker/s:
Jonathan Blow

Fri 1:30 PM
The Crystal Mythos and FINAL FANTASY XIII Speaker/s:
Motomu Toriyama
Fri 1:30 PM
What Color Is Your Hero? Speaker/s:
Mia ConsalvoLeigh AlexanderManveer Heir and Jamin Brophy-Warren

Fri 1:30 PM
Borderlands and the 11th Hour Art Style Change. Or: Kids, Don’t Try this at Home! Speaker/s:
Randy Pitchford and Brian Martel
Fri 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding

Fri 1:30 PM
Procedural, There is Nothing Random About it.

Speaker/s:
Eskil Steenberg

Fri 3:00 PM
Square Pegs Round Holes, Integrating a Writer Into Your Team Speaker/s:
Susan O’Connor and Marianne Krawcyzk
Fri 3:00 PM
The Art Direction of Batman: Arkham Asylum: Rebooting a Super Hero Video Game IP Speaker/s:
David Hego

Fri 3:00 PM
Designing for Co-Operative Play in an Open World Speaker/s:
David Bowring
Fri 3:00 PM
Artgame Sessions Speaker/s:
Frank LantzDaniel BenmerguiJohn SharpWesley ErdelackAnthony Burch and Jason Rohrer

Fri 3:00 PM
The Connected Future of Games Speaker/s:
Ray MuzykaN’Gai CroalBrian ReynoldsMin Kim and Rob Pardo

Fri 3:00 PM
Composer Challenge GDC 2010 Speaker/s:
Lennie MooreMick GordonJeff BallIgor NemirovskyJan-Soeren Haas and Joe Thwaites

Fri 4:30 PM
Reading the Player’s Mind Through His Thumbs: Inferring Player Intent Through Controller Input

Speaker/s:
Chris Zimmerman

Fri 4:30 PM
Uncharted 2 Art Direction Speaker/s:
Robh Ruppel and Erick Pangilinan
Fri 4:30 PM
Multiplayer Level Design in Red Faction Guerrilla Speaker/s:
Luke Schneider

Fri 4:30 PM
The Game Design Challenge 2010: Real-World Permadeath Speaker/s:
Eric ZimmermanKim SwiftHeather KelleyJenova Chen and Erin Robinson
Fri 4:30 PM
Character Voices: Conceptualization, Casting, Recording, and the Cultural Reference Point Speaker/s:
Zach Hanks

Sat 9:00 AM
Train (or How I Dumped Electricity and Learned to Love Design) Speaker/s:
Brenda Brathwaite
Sat 9:00 AM
Five Ways a Video Game Can Make You Cry Speaker/s:
Richard Rouse III
Sat 9:00 AM
Game Studies Download 5.0 Speaker/s:
Jane McGonigalIan Bogost and Mia Consalvo

Sat 9:00 AM
Where Did My Inventory Go? Refining Gameplay in Mass Effect 2 Speaker/s:
Christina Norman
Sat 9:00 AM
Paint-by-Gender: How to Add Pink Gameplay to Your ‘Blue’ Title (and Still Keep All the Boys Happy) Speaker/s:
Jennifer Canada

Sat 9:35 AM
A Contrarian Explains the Basics: How to Become a Game Developer Speaker/s:
David Sirlin
Sat 10:00 AM
Uncharted 2 Character Pipeline: An In-depth Look at the
Creation of U2’s Characters
Speaker/s:
Judd Simantov and Richard Diamant

Sat 10:30 AM
Modeling Individual Personalities in The Sims 3

Speaker/s:
Richard Evans

Sat 10:30 AM
Sound and Music as Narrative in Flower Speaker/s:
Steve Johnson and Vincent Diamante

Sat 10:30 AM
Make ‘Em Laugh: Comedy in Games Speaker/s:
Tim SchaferRhianna PratchettSean Vanaman and John Teti

Sat 10:30 AM
How I Got My Publishing Deal: Student Game Development Success Stories

Speaker/s:
Kim SwiftKellee SantiagoBrandon SheffieldMatt Korba and Paul Bellezza

Sat 11:00 AM
The Implementation of Rewind in Braid Speaker/s:
Jonathan Blow

Sat 11:05 AM
Fired and Fired-Up: Jobless Developers Rant

Speaker/s:
Chris HeckerEric ZimmermanCarey ChicoJustin HallJason Della RoccaMargaret Wallace and Graeme Divine

Sat 1:30 PM
Animation and Player Control in Uncharted: Drake’s Fortune and Uncharted II: Among Thieves Speaker/s:
Travis McIntosh
Sat 1:30 PM
Great Expectations: Empowering Player Expression Speaker/s:
Jonathan Morin
Sat 1:30 PM
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2 Speaker/s:
Armando Troisi

Sat 1:30 PM
Guild Wars: The Artists’ Vision Speaker/s:
Daniel Dociu
Sat 1:30 PM
Design in the Trenches: The Changing Role of Games Designers Speaker/s:
Rob Davis

Sat 3:00 PM
The Game Renaissance: Art History for Game Devs Speaker/s:
John Sharp
Sat 3:00 PM
Designing Assassin’s Creed 2 Speaker/s:
Patrick Plourde
Sat 3:00 PM

Decisions, decisions. I think it may be time for me to shift from Hamlet mode to Macbeth mode, eh? Regardless of what I choose to attend, I’ll be sure to report here on what I see and learn at GDC.

Go to Source

Bump

Bumper Car - Mecpower
The San Francisco Convention and Tourism Bureau will have you believe its historic cable cars are a feature attraction of the City by the Bay. This may be true most of the year, but for one week in March, the Moscone Center hosts a special event known as the GDC Bumper Car Rally - a dizzying festival of colliding lectures and side-swiping roundtables sure to confound even the most careful schedule builder.

Don’t get me wrong. I’m not complaining. It’s a treat to attend GDC, and I’m grateful for the opportunity to go again this year. But perusing the 2010 conference schedule is a simultaneously beguiling and baffling experience. So many exciting sessions … slated at the same times!

I sat down last night and marked the lectures, panels, etc. that genuinely interest me. I purposely omitted IGDA SIG meetings, poster sessions, and tech tutorials simply to keep my list manageable.

This morning, I pared it down again, forcing myself to eliminate anything that didn’t truly pique my curiosity.

Below is the unwieldy result. Be sure to check out Thursday at 4:30, when there are no less than 8 conflicting sessions I’d like to attend. Insane. Click on any of the session titles for a complete description.

Session Speaker(s) Day Start
The Musical Recipe of Emotion Speaker/s:
Chance ThomasMarty O’DonnellTom SaltaJason Hayes and Laura Karpman
Thu 9:00 AM
The Complex Challenges of Intuitive Design Speaker/s:
Josh Atkins and Peter Molyneux

Thu 9:00 AM
Uniquely Ruthless: The Espionage Metagame of EVE Online Speaker/s:
Alexander Gianturco
Thu 10:30 AM
Thin Gray Line: Musical Sound Design Explored Speaker/s:
Troels Folmann

Thu 10:30 AM
The AI of BioShock 2: Methods for Innovation and Iteration Speaker/s:
Kent Hudson

Thu 10:30 AM
From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences

Speaker/s:
Yoshio Sakamoto

Thu 10:30 AM
Among Friends – An Uncharted 2: Among Thieves Post-Mortem Speaker/s:
Richard Lemarchand
Thu 1:30 PM
One-Page Designs Speaker/s:
Stone Librande

Thu 1:30 PM
Game Writers’ Round Table: Techniques, Tips and Tricks

Speaker/s:
Richard Dansky

Thu 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding
Thu 1:30 PM
A Day at the Museum: How the Smithsonian is embracing games Speaker/s:
Chris Melissinos and Georgina Bath Goodlander

Thu 1:30 PM
Broadening a Genre While Retaining Its Soul Speaker/s:
Tom Cadwell
Thu 1:30 PM
As Long as the Audio is Fun, the Game Will Be Too Speaker/s:
Akira Yamaoka

Thu 1:30 PM
What Happened Here? Environmental Storytelling Speaker/s:
Matthias Worch and Harvey Smith
Thu 3:00 PM
Little Hands, Foul Moods, Runny Noses 3: Research for Developing Kid-Friendly Social Gaming Experiences Speaker/s:
Carla Engelbrecht Fisher

Thu 3:00 PM
Behind the Scenes: Uncharted 2’s Unique Cinematic Production Process

Speaker/s:
Amy Hennig and Josh Scherr

Thu 3:00 PM
Introducing the PlayStation 3 Motion Controller Speaker/s:
Kirk Bender and David Coombes
Thu 3:00 PM
A Day In The Life: Creating The Beatles: Rock Band Speaker/s:
Ryan LesserDare Matheson and Josh Randall

Thu 3:00 PM
Starting Something New – Women in Games Speaker/s:
Megan GaiserCelia PearceSonja KangasJulia Brasil and Tiina Zilliacus
Thu 3:00 PM
Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies Speaker/s:
Rob Pardo

Thu 3:00 PM
Better Movement Games Using Psychology:
5 Reasons Some Wii Games Are More Fun Than Others
Speaker/s:
Katherine Isbister
Thu 4:30 PM
Perfecting the Pixel: Refining the Art of Visual Styling Speaker/s:
Michael Endres and Frank Kitson
Thu 4:30 PM
Raising The Bar: A Bioshock 2 Audio Post-Mortem Speaker/s:
Guy SombergMichael Kamper and Michael Csurics

Thu 4:30 PM
From Fantasy to Franchise: How to Build a Universe Worthy of Devotion Speaker/s:
R.A. Salvatore
Thu 4:30 PM
Are Women the New Hardcore Gamers? Speaker/s:
Amy Jo KimWanda MeloniJessica TamsMorgan Romine and Shanna Tellerman

Thu 4:30 PM
Creating a Unique Visual Direction: The Successes and Failures of Creating a Near-Future Cyberpunk Setting with a Renaissance Twist in Deus Ex 3 Speaker/s:
Jonathan Jacques-Belletete
Thu 4:30 PM
Achievements Considered Harmful? Speaker/s:
Chris Hecker
Thu 4:30 PM
Micro or Massive: It’s Fricking Tough to Achieve a Vision Speaker/s:
Richard Lemarchand and Baiyon Tomohisa Kuramitsu

Thu 4:30 PM
Scoring Hell: How We Created the Score for EA’s Dante’s Inferno from Inception to Final Implementation. Speaker/s:
Garry Schyman and Paul Gorman
Fri 9:00 AM
Environmental Narrative: Your World is Your Story Speaker/s:
Richard Rouse III
Fri 9:00 AM
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas! Speaker/s:
Jesse SchellRichard LemarchandIan BogostSuzanne SeggermanChaim GingoldMargaret RobertsonSam RobertsGary PennJane Pinckard and Kellee Santiago

Fri 9:00 AM
Where It All Began: Lessons That Can Be Learned From ‘First Generation’ Music Speaker/s:
Rod AbernethyTommy TallaricoBrad FullerBrian Schmidt and Alexander Brandon

Fri 1:30 PM
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves Speaker/s:
Neil Druckmann and Bruce Straley
Fri 1:30 PM
Experimental Gameplay Sessions Speaker/s:
Jonathan Blow

Fri 1:30 PM
The Crystal Mythos and FINAL FANTASY XIII Speaker/s:
Motomu Toriyama
Fri 1:30 PM
What Color Is Your Hero? Speaker/s:
Mia ConsalvoLeigh AlexanderManveer Heir and Jamin Brophy-Warren

Fri 1:30 PM
Borderlands and the 11th Hour Art Style Change. Or: Kids, Don’t Try this at Home! Speaker/s:
Randy Pitchford and Brian Martel
Fri 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding

Fri 1:30 PM
Procedural, There is Nothing Random About it.

Speaker/s:
Eskil Steenberg

Fri 3:00 PM
Square Pegs Round Holes, Integrating a Writer Into Your Team Speaker/s:
Susan O’Connor and Marianne Krawcyzk
Fri 3:00 PM
The Art Direction of Batman: Arkham Asylum: Rebooting a Super Hero Video Game IP Speaker/s:
David Hego

Fri 3:00 PM
Designing for Co-Operative Play in an Open World Speaker/s:
David Bowring
Fri 3:00 PM
Artgame Sessions Speaker/s:
Frank LantzDaniel BenmerguiJohn SharpWesley ErdelackAnthony Burch and Jason Rohrer

Fri 3:00 PM
The Connected Future of Games Speaker/s:
Ray MuzykaN’Gai CroalBrian ReynoldsMin Kim and Rob Pardo

Fri 3:00 PM
Composer Challenge GDC 2010 Speaker/s:
Lennie MooreMick GordonJeff BallIgor NemirovskyJan-Soeren Haas and Joe Thwaites

Fri 4:30 PM
Reading the Player’s Mind Through His Thumbs: Inferring Player Intent Through Controller Input

Speaker/s:
Chris Zimmerman

Fri 4:30 PM
Uncharted 2 Art Direction Speaker/s:
Robh Ruppel and Erick Pangilinan
Fri 4:30 PM
Multiplayer Level Design in Red Faction Guerrilla Speaker/s:
Luke Schneider

Fri 4:30 PM
The Game Design Challenge 2010: Real-World Permadeath Speaker/s:
Eric ZimmermanKim SwiftHeather KelleyJenova Chen and Erin Robinson
Fri 4:30 PM
Character Voices: Conceptualization, Casting, Recording, and the Cultural Reference Point Speaker/s:
Zach Hanks

Sat 9:00 AM
Train (or How I Dumped Electricity and Learned to Love Design) Speaker/s:
Brenda Brathwaite
Sat 9:00 AM
Five Ways a Video Game Can Make You Cry Speaker/s:
Richard Rouse III
Sat 9:00 AM
Game Studies Download 5.0 Speaker/s:
Jane McGonigalIan Bogost and Mia Consalvo

Sat 9:00 AM
Where Did My Inventory Go? Refining Gameplay in Mass Effect 2 Speaker/s:
Christina Norman
Sat 9:00 AM
Paint-by-Gender: How to Add Pink Gameplay to Your ‘Blue’ Title (and Still Keep All the Boys Happy) Speaker/s:
Jennifer Canada

Sat 9:35 AM
A Contrarian Explains the Basics: How to Become a Game Developer Speaker/s:
David Sirlin
Sat 10:00 AM
Uncharted 2 Character Pipeline: An In-depth Look at the
Creation of U2’s Characters
Speaker/s:
Judd Simantov and Richard Diamant

Sat 10:30 AM
Modeling Individual Personalities in The Sims 3

Speaker/s:
Richard Evans

Sat 10:30 AM
Sound and Music as Narrative in Flower Speaker/s:
Steve Johnson and Vincent Diamante

Sat 10:30 AM
Make ‘Em Laugh: Comedy in Games Speaker/s:
Tim SchaferRhianna PratchettSean Vanaman and John Teti

Sat 10:30 AM
How I Got My Publishing Deal: Student Game Development Success Stories

Speaker/s:
Kim SwiftKellee SantiagoBrandon SheffieldMatt Korba and Paul Bellezza

Sat 11:00 AM
The Implementation of Rewind in Braid Speaker/s:
Jonathan Blow

Sat 11:05 AM
Fired and Fired-Up: Jobless Developers Rant

Speaker/s:
Chris HeckerEric ZimmermanCarey ChicoJustin HallJason Della RoccaMargaret Wallace and Graeme Divine

Sat 1:30 PM
Animation and Player Control in Uncharted: Drake’s Fortune and Uncharted II: Among Thieves Speaker/s:
Travis McIntosh
Sat 1:30 PM
Great Expectations: Empowering Player Expression Speaker/s:
Jonathan Morin
Sat 1:30 PM
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2 Speaker/s:
Armando Troisi

Sat 1:30 PM
Guild Wars: The Artists’ Vision Speaker/s:
Daniel Dociu
Sat 1:30 PM
Design in the Trenches: The Changing Role of Games Designers Speaker/s:
Rob Davis

Sat 3:00 PM
The Game Renaissance: Art History for Game Devs Speaker/s:
John Sharp
Sat 3:00 PM
Designing Assassin’s Creed 2 Speaker/s:
Patrick Plourde
Sat 3:00 PM

Decisions, decisions. I think it may be time for me to shift from Hamlet mode to Macbeth mode, eh? Regardless of what I choose to attend, I’ll be sure to report here on what I see and learn at GDC.


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