It can be interesting to see what the folks involved in another industry are discussing. This week the Game Developers Conference has been going on in San Francisco, and while I didn’t attend GDC (seeing as I don’t work in the games industry even ) I did head up to check out a couple of events taking place around GDC.
The first was an unconference taking place at the Yerba Buena Center for the Arts called Lost Levels. This was the first unconference I’ve really attended and the format was pretty interesting. The venue was the lawn area at YBCA on which three large tarps were placed to designate three ‘session areas’ (my term — not their’s, as far as I know). People signed up on a board to hold forth on some topic for around ten minutes. The organizers of the event would time speakers and call up the next speaker in turn while people gathered around one session area or another to listen in. By and large this was a simple system that seemed to work quite well — people could have their say on a topic and if others wanted to talk with them more they could follow up afterwards.
So, what can I say about the actual talks given at Lost Levels? There were a wide variety of talks and there was no way that I was going to be able to hear all or even most of them. I definitely do not want to give the impression of what the whole unconference was like — just the talks that piqued my interest.
- At least a couple of speakers discussed interactive fiction (or, perhaps slightly more inclusive, interactive narrative). The impression I got was that this was being ignored by most of the game development community — a point that I’m not informed enough to comment on.
- Another interesting talk challenged the limitations of character identities in games. Often a player is encouraged to create and identify with a character in a game, but at the same time there are often very few ways that players can really modify their character. The example brought up was gender, which is often simply a male or female option. By now we should know that is pretty limiting for a lot of folks. The speaker challenged game developers to build in more flexibility for players.
- Another theme that came up in at least a couple of talks was the idea of non-competitive or non-confrontational games. Probably for most gamers the whole idea of a game is defined in some way by competition and conflict. There are game that do not necessarily have this element, and the speakers were encouraging gamers to pay more attention to these and for game creators to think about creating more non-combative games.
- Perhaps the most interesting talk I heard was on how the gaming industry operates. This is a demanding industry that is notorious for burning out game developers. Driving that is a rather ruthless economics where a game is considered a loss if it hasn’t reached a certain level of sales. Some of the things the speaker was referencing flew by me but no doubt they would have been understood by others in the audience.
A number of the participants were clearly involved in the games industry making games at some level, either as game designers, artists, programmers, art directors, project managers, in small startups or larger, more established companies.
The second event was a smaller session The Future of Games and Entertainment at Swissnex San Francisco. This was a good event to meet others and do a bit of networking. Chuck Eyler gave a talk drawing on his own career in the film and gaming industries. On display were several interesting games that visitors could play.
While there were more games played on PCs or iPads, the main thing I took away from that event were the games that utilized different ways for players to interact with them. One game used small boats on a shallow pool of water, on which was projected a series of dots surrounding the boats. Each player fired the boat’s gun by blowing into a small round metal tube on their end of the game board. Another interesting game — although I’m not sure I’d call it a game exactly — was a picture where the subject (in this case a small child) ‘wakes up’ when a viewer approaches it and starts to mimic the facial expressions of the viewer in a manner that was both interesting yet disturbing at the same time. I’m not sure if this qualifies as an ‘uncanny valley’ type of experience, but it reminded me of that.
Games have by now become a huge thing — not just as an industry but in terms of our collective culture. I think it’s safe to say that gaming produces new sub-cultures. This has been building for a long while. There are clearly a lot of people thinking about the issues that are arising in gaming. There is a good amount of self-reflection starting to take place. Yet, I can’t help but get the impression from my day attending these events that there is a profound lack of theory here. Really I should say that there is a lack of familiarity with existing theories from the domains of cultural anthropology, economics, and so forth, as well as a lack of theories about the nature of gaming itself. Perhaps it is that it is still too early for that to have happened. Admittedly, it could be happening but it wasn’t evidenced by my day being a tourist on the fringes of the world of gaming.