[This was originally sent to 100 or so subscribers to my TinyLetter email newsletter, but thought it might be interesting to the Internet at large, so am reposting here.]
Having finished up the behemoth that was GDC 2015 since the last newsletter (GDC Vault recordings coming this week, with LOTS of free talks, folks!), I thought it might be nice to pass out some things I personally learned from the show.
This edited post was originally posted on our company’s internal Wiki/Hub space, and while it needed to be pared down (it was originally Five Lessons, but a couple need to be internal only cuz reasons!)
It’s largely for an internal audience, and I hope it doesn’t come off too self-congratulatory. But we _did_ hit >26,000 people – another record for attendance – and it was a week that I know a lot of people regarded (and still regard!) fondly. So, some thoughts on it:
[Picture of Iam8bit’s ‘You’ve Got Game Show!’ from GDC 2014 – here’s the full gallery of curated spaces from last year.]
As you folks may have spotted, there’s just a week to go ’til we hit Game Developers Conference 2015 – and there’ll likely be 25,000+ game developers converging on the Moscone Center to check out talks, Expo, and everything in between, yay!
And actually, it’s the ‘everything in between’ I wanted to talk about in this post. When the organizers looked at GDC, 3 or 4 years ago, we realized we were providing lotsa neat stuff in the conference rooms, and on the Expo Floor. But some of the larger ‘common spaces’ when walking around Moscone felt, well, a bit empty.
So we started putting a lot more seating/hangout spaces in there, plus commissioning, paying expenses and giving free space to awesome people who were curating and showing ‘interesting things’. Best of all, these spaces are viewable and interactable by any GDC pass holder, from Expo to Exhibitor to All-Access. And we do them _solely_ to make your experience a lot more fun, thought-provoking, and social.
These GDC ‘curated spaces’ are listed, day by day, on the GDC 2015 Events page, but I thought it might be useful to highlight them and add a little ‘co-director’s commentary’ – with full credit to Meggan Scavio (da true bosslady!), Sandesh Nicol & Ashley DaSilva, plus our amazing ops team – and ALL of our partners listed below – for making this all happen: Continue reading
Something I’ve been thinking about a lot recently – oddly, since I don’t play it – is World Of Warcraft. Blizzard’s 10-year-old MMO behemoth has outlasted pretty much every expensively funded competitor, at least in the ‘pay a monthly subscription’ category. (Although I’ve heard reports that some of its ‘failed’ rivals in a galaxy far far away are surprisingly profitable on a monthly basis.)
Anyway, current profit/loss numbers for rivals aren’t really that relevant. What’s clear is that the dream of creating multiple $1 billion ‘hardcore’ MMOs, before the rise of F2P on mobile, was doomed to failure. World Of Warcraft was the first to get multiple millions of subscribers, and there it pretty much stayed, as the sole mega-success.
But why was that? Besides the fact it’s a beautifully crafted game, of course! Well, I think VCs, funders (& developers!) failed to understand that WoW players were a large percentage of the total market for ‘super hardcore’ games. Not only that, but the social networks built up with guilds and multi-hour raids meant that in order to tear someone away from WoW, you literally had to uproot their entire social network (and Leeroy!) en masse and get them to switch games simultaneously. That’s a high barrier.
It’s hardly a ‘duh’ mistake, though. I think it was reasonable to presume that, just as World Of Warcraft overtook EverQuest or Ultima Online, someone could make a game that would be ‘the next World Of Warcraft’. But in all the research I presume was done ahead of these investments, did anyone grok what I’d like to call ‘the Share Of Voice problem’ that games – and hardly any other creative medium – have? Continue reading
[This is excerpted from the fifth issue of my new TinyLetter email newsletter, dealing with ‘musings on games, tech and life’ – go ahead and sign up if you dig it!]
As I noted on Twitter, one of my most beloved Christmas presents this year is Stewart Lee’s book ‘How I Escaped My Certain Fate: The Life And Deaths of a Stand-Up Comedian‘. And one of the things it’s taught me is sorta, well, chicken soup for the soul, in an underfed Dickensian orphan kind of way.
(For anyone who doesn’t know him, Lee – once half of British comedy double-act Lee & Herring, who I rather enjoyed as a callow teenager, is a master of edgy meta-humor – often on tough subjects like terrorism and religion – that’s more repetitive performance art than ‘real jokes’ at times. Which is precisely why it’s amazing. Check out his ‘Stand Up Comedian’ set – naughtily available in full on YouTube – and his ‘Comedy Vehicle’ series for the BBC.)
In any case, Lee has had an interesting relationship with ‘making things’ because of his history both writing and producing for comedy as well as theater – notably co-creating Jerry Springer: The Opera and being targeted en masse by protesters along the way.
The book, which is in majority annotated transcripts of 3 of his recent stand-up shows, also has narrative parts that talk about his life and method – and it’s clear he reaches way beyond the dick joke in an attempt to introduce theatricality into stand-up. But Lee is also caustic on how comedy is seen, and I thought this part particularly quotable: Continue reading
[This is excerpted from the fourth issue of my new TinyLetter email newsletter, dealing with ‘musings on games, tech and life’ – go ahead and sign up if you dig it!]
Since my colleagues at Gamasutra will be rolling out their personal Top 5s for ‘video games wot they played in 2014′ over the next few days, thought I could have a hack at my own. I’m super happy that lists of best games are getting a lot more personal nowadays, btw – as games widen their appeal, everyone should have different, personal lists of their favorite games.
Now, bear in mind that I tend to like certain times of titles which appeal to my borderline ADD issues – quick, (sometimes) replayable games that have some interesting skill elements in them. But then, that may be much closer to what all of you have time to play, vs. gigantic 150-hour RPGs or ‘games that are also your social life’ – see LoL, DOTA, WoW, not that there’s anything wrong with that.
So without further ado, here’s the 5 games (OK, 6 games but I’m lumping two together!) that I dug this year:
[This is excerpted from the second issue of my new TinyLetter email newsletter, dealing with ‘musings on games, tech and life’ – go ahead and sign up if you dig it!]
One of the most wonderful performance art happenings in recent history has been going on under our noses for the last few weeks – I’m really surprised that not many have picked up on it in more detail. I did Tweet about this briefly – but luckily, now I have this newsletter, I can expand upon it a bit.
In involves video game prankster William Pugh (the co-creator of the sublime The Stanley Parable - check out this demo playthrough in case ya don’t know) and a gentleman called Kevin Patterson, who is making a game called Waiting Room, downloadable for free right now on PC, Mac, and Linux.
What’s it about? Uh… it’s “a playful exploration of time and how we spend it as a society and as individuals.” Apparently.
It’s been a few months since I updated on this blog (although I’m a regular poster on Twitter, of course), so I thought it might be nice to do a brief update with the state of various ‘not my dayjob’ projects I’ve been working on. Let’s go:
– Simon’s Email Musings - sparked by a wish to get a bit more ‘personal’ and write more often and informally, I’ve joined the hipster bandwagon to bring email newsletters back, heh – focusing on games, tech, and what I’m up to personally. Other smart folks like Dan Hon have been doing it for a while, and I’m archiving the newsletters publicly if you want to peruse. Here’s the first one, which includes Spike Jonze, William Gibson, Inkle’s ’80 Days’, & more. Subscribe now…
– MobyGames – well, the ‘canonical video game info/credits’ site that we saved about 11 months ago is still truckin’ along well, after we (site owner Reed and myself!) reverted its code to the original version (and improved it quite a bit!) Our news section has all the regular updates around new content – here’s a recent post that I wrote that made me happy: Continue reading
It’s that time, again – after the third Video Game StoryBundle that I curated debuted back in April, I’ve been working diligently with a bunch of authors, magazine editors, and even musicians (!) to curate the fourth one, which launched this morning. Lots more info below – with books from Anna Anthropy, Zoya Street, Colin Campbell, Jeremy Parish, and music albums ft. Manami Matsumae (Mega Man) & Austin Wintory (Journey) – but I’m super proud of this bundle’s diversity and readability, so please go buy it and support the authors if you have a chance.
“Continuing its popular “pay what you want” ebook bundles, StoryBundle is proud to present the Video Game Bundle 4.0. The specially curated set of thirteen full-length game culture & history books/magazines & follows up three previous bestselling digital game bundles.
It once again features over $50 worth of books & magazines—plus two full-length all-star music albums—for a fraction of that price, with the gaming non-profit SpecialEffect our lead charity for this bundle.