Global Game Industry News Blog

Tuesday, April 10, 2007

Corporate Geomorphology Shout Out Located

I don't get much attention in the game media, and I don't really wonder why, but I was recently told that I should check out Next Generation's "GDC: The Absolute Best Sessions" list. It's a small shout out, but a shout out none-the-less, and fun to see out there. No name or anything else linking me to it, but I know who I am! I guess a few other folks know too.

GDC: The Absolute Best Sessions
Mapping Your Corporate Geomorphology
1:00-2:00
Geology and geography as a metaphor for corporate structure? We’re hooked already.

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Monday, March 19, 2007

Miyamoto Talks, People Listen, Sorta...

So...

Miyamoto's talk at GDC was quite good. It ran long, only in part because it took nearly 45 minutes to get the gathered crowd into the building. It also just ran long, and folks started running out the keynote somewhere roughly 30 minutes into the talk. I must say that if I'd been doing a presentation after the keynote, I'd have been pissed. I guess my IDGDA talk was right before the keynote, which I understandably affected to some extent attendance... but I digress.

His talk was very interesting, but I wonder if some of the points were really driven home? Based off of what I've been hearing from informants in the last couple of weeks in their dealings with publishers, not much.

Miyamoto was really getting at several things, and I think they're both pretty darn important.
  1. This whole public perception of games as violent/anti-social/etc. regardless of how right or wrong you think it is, is every game developers problem. This is the biggest one that I wonder if people really got it. In many ways he was talking about how in 1998 Nintendo was at the top of their game, and in 2004 they're a bit of an underdog. But it's also about the kind of games that are getting made and offered up to players. We're just not using enough imagination I think is what he's saying. We're going to need more genres and more different things rather than fewer to grow the industry.
  2. Changing it or making it otherwise isn't going to be easy, or popular for that matter. This is where I wonder if developments like the formation of the Gamecock Media Group, Man!festo Games, or other alternative publishers are going to be necessary. For the most part the game industry has managed to cement itself into a model that creates the kinds of games he's talking about. This also makes for an interesting opportunity for Nintendo, though they're going to have to make good on new kinds of agreements, that I'm not entirely sure they're ready for. Look at Ian Bogost's comments on Water Cooler Games about independent developers (those probably most able and willing to take on Miyamoto's challenge) having difficulty getting development kits.
  3. By choosing this other path, you actually have an opportunity to make games differently. Rather than pushing to but more and more and more content into a game, you can focus on getting the game itself right. This I think is at the core of precisely why Nintendo's refusal of NextGen is so interesting. In many respects they've said, make do with this for now, but be original with this new piece of the puzzle (the Wii-mote for those of you that are just tuning in).
All in all it was a nice talk, though I wish he had driven home a couple of these points a bit more directly, because as it stood, it felt like a nice fire-side chat rather than the throwing down of a gauntlet, which is really what it was.

GDC: Miyamoto Shares His Unique Vision
...He said that he observed an important shift. In 1998, the top five selling games were Goldeneye 007, Zelda: Ocarina of Time, Gran Turismo, Banjo Kazooie and Super Mario 64. In 2004, however, the top games were GTA: San Andreas, Madden 2005, Halo 2, Halo 2 Limited Ed., and ESPN NFL 2K5. All of a sudden, people were worried about the effect of games on people, turning them into zombies, he said. The reputation of the games industry was at stake.
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The second core element of Nintendo's vision, devotion to entertainment, means that every employee is able to focus on providing entertainment. Miyamoto said that Nintendo has a very good balance of engineers and developers, and there's a chance for collaboration all day long, "even in the bathroom." And it's all about collaboration. Even though Miyamoto has worked on every controller Nintendo has made, he stressed that it's all been a group effort.
...
The third element, risk, is at the core of Nintendo's philosophy for the Wii. Miyamoto said that the bigger the challenge is, the bigger the risk. Nintendo took on the challenge of asking what a video game is. He said that Nintendo has taken a number of risks over the years but that none was bigger than the Wii. He acted as an evangelist within Nintendo, telling others not to think about what they might lose by abandoning the traditional controller in favor of the remote, but to think of what they will gain.
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Next, Miyamoto talked about prioritization. He said that in this industry, game designers are always complaining about "not enough," whether it's budget, time, etc. He said designers feel obligated to put in more and more and make the best graphics, but they need to prioritize.
...
Ultimately, Miyamoto told the developers in attendance that "your vision does not have to be my vision." He added that the future of the industry depends on how today's designers apply their vision. But, he's been "given a lot of faith about the future of the industry" after observing some of the games at the Independent Games Festival, he said. Miyamoto said that we cannot forget about the human touch. He concluded, "If we can convert my wife, I believe we can convert anyone."

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The Power of the "Enthusiast Press"

This story began to unfold about the time I was getting stuck in a snow storm in Iowa, from which I returned and immediately left again for San Francisco and the Game Developer's Conference (GDC).

It's actually fairly impressive that Kotaku was able to pull this move, and in many respects demonstrates how the enthusiast press surrounding the gaming industry is able to exert its force not in any direct kind of way, but based upon the networks they've managed to build amongst readers, other news organizations, and other enthusiast press outlets. Kotaku is of course one of only many of these sites, but it has an impressive readership, and has also managed to get themselves well inserted.

This particular controversy is interesting. While I'm not in the business of locating rumors which to speak on, I am in the business of having a whole lot of information about where companies are going. Thank goodness I'm covered by NDA's most of the time, and I have no real interest in publishing right now everything I think I know about what's going on, which might be wrong anyway.

It's impressive what many of these organizations are able to find out about the inner workings of companies, but even more interesting the amount of respect that they are able to garner from both gamers and game developers alike.

GDC was peculiar in many ways, because there were almost two "tracks" of people who were visiting. One was the developers, and the other the press. Two very different interests, and I suspect that with the demise of E3, you're going to see a widening of the press tracks at GDC. I can only wonder what this will do for the folks interested in making games.

Sony and Kotaku Make-Up
First, I have to say thank you to all of the websites, newspapers, magazines, people who were so quick to come to our defense and supported our decision to stand by our story.

Second, I want to thank Dave Karraker, head of SCEA PR, who was big enough to call me and talk the whole thing through after this exploded.

He told me his take on the story and his frustrations and I told him mine, in the end we agreed to disagree on some level, but also decided that our readers and gamers in general would be best served if Sony and Kotaku could still play nicely together.

Sony Blackballs Kotaku (UPDATED)
The Playstation Home, we reported, would be an intriguing blending of the Mii and achievements, allowing gamers to create a virtual world for customized avatars and then decorate that space with items unlocked through game play.
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Sony's decision is disappointing, not because of what it means to Kotaku, but because of what it means to the industry.

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Tuesday, March 13, 2007

Ok, so it wasn't live...

I guess I wasn't able to blog and follow GDC. I don't suppose that's any surprise. It was quite the zoo, and I'm just happy to have emerged with my liver and mind still intact. While that is of course arguable, I'm going to attempt to go through a bunch of my notes and back-logged
news items worthy of words that others haven't already written.

As I've already stated, by and large this site I assume is mostly an account of personal mulling, and I'd be surprised to find more than a handful (I'd be surprised at a handful too really) of folks that read it. But now I'm just navel gazing. Let's get to it.

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Thursday, March 08, 2007

Reflecting on game writing...

This was a fun tutorial, and I'm curious what the other attendees thought of the whole thing. I enjoyed myself, though most of the material was stuff that I was familiar with, though the way he linked it up with film was very amusing. It was a bit difficult to see all of the links between game writing and what he was presenting, which was pretty well rooted in film. The games that we did look at were Grand Theft Auto and Metal Gear Solid 2. Otherwise it was very focused on film.

Near the end of the presentation he brought it to bear more on games, but that probably could have happened earlier.

My favorite activity was the re-writing of a movie plot from the perspective of the villain. I chose "Predator."

...we carry small thermonuclear suppositories, which I detonated to prevent my shame. It's kind of like what you call "Hari Kari", though you also sometimes take our your prey simultaneously. I hope I got him.

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Tuesday, March 06, 2007

Live from GDC it's... me.

Ok, I've decided that I'll leave some comments up here about what I'm up to at GDC.

Today I think I'm going to sit in on the "And Make it Snappier!" talk by Evan Skolnick. It's a presentation on writing in the context of games. I'm actually going to use it to help me think about the dissertation writing project however. I'll post more about that later.

Thus far I've only managed to make it to Moscone West, apparently Moscone North has some interesting stuff. However, I'm sure that is going to be the story for this entire event. There is going to really be too much to catch everything.

More coming.

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Monday, November 27, 2006

GDC Stuff

I realized, that I had not yet said anything to many that I'll be at GDC (which is the Game Developer's Conference). After my extreme disappointment from last year at not being able to go, this year is actually going to be a perfect opportunity for me to either fall flat on my face, or meet, speak and work with a new variety of developers, for I've actually got two talks! (EEK!)

One is in the Business and Management track, and the other in the IGDA (International Game Developer's Association). I'm actually plotting to get together with developers from India at GDC already. With the shut-down of E3, I'll be curious if GDC attracts a different kind of crowd than it has previously.

GDC is run by CMP and is very professional oriented, so I've tried to make these talks very relevant for the people who I've already learned so much from. I think these kinds of academic and industry collaborations are crucial, and in particular, I think it reasserts the value of different kinds of social science in a world that is increasingly unsure of its relevance. By and large this is reflected in the game industry's attention to psychology, but to few other social scientists. You can see this same kind of focus in the game studies programs that have been developed in the United States as well. If you're not making a game, what do you matter? This has not been the case in the Scandinavian countries, but that is because they are cool like that.

Game Developers Conference 2007 - Casey O'Donnell Speaker's Page
Mapping Your Corporate Geomorphology
Speaker: Casey O'Donnell (PhD. Candidate, Rensselaer Polytechnic Institute)
Date/Time: TBD
Track: Business and Management
Format: 60-minute Poster Session
Experience Level: All

Session Description
This session takes concepts from geology and geography and mobilizes them for managers to analyze their companies. This metaphor provides managers with a set of tools for understanding how teams are composed, how to effectively manage those teams, and how to encourage fruitful collaboration. Different mappings are used to illustrate the ways managers can examine how a company is arranged: physical, discipline, technology, organizational hierarchy, or project. The goal is for managers to be able to answer the question, "Why does our company look the way it does?" as well as "How can we effectively change our typography?"

Quality of Life in a Global Game Industry
Speaker: Casey O'Donnell (PhD. Candidate, Rensselaer Polytechnic Institute)
Date/Time: TBD
Track: IGDA
Format: 60-minute Lecture
Experience Level: All

Session Description
The rise of game development shops across the globe, and the increased use of offshore and inshore outsourcing could have developers feeling like they are losing leverage in making arguments for good quality of life practices. But, do globalization and the ability to outsource work really abdicate the need for quality of life both at home or abroad? This lecture examines the ways in which the hidden costs of poor quality of life, such as, staff churn, rework, schedule slippage, and lost sales negatively impact bottom lines. It looks at the benefits of good quality of life and correlates with some of the sales numbers of different studios. Mechanisms for approaching management are discussed, what are they interested in hearing? Is making the argument to management purely a numbers issue, or is management interested in other metrics? Each of these areas is also examined in the context of globalized game production, and provides developers with new levers for making quality of life arguments in this context. Developers will find this session useful to petition for an enhanced QoL environment.


(30.0)

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