Showing posts with label Keynote. Show all posts
Showing posts with label Keynote. Show all posts

Thursday, November 26, 2009

The Developer's Duty

I attended both the IGDA Leadership Summit and the Montreal International Game Summit recently, and both conferences were punctuated by keynotes given by Chris Hecker. The keynotes were different, but related. Summaries are covered here and here.

One of the main points of both keynotes was that games are at a crossroads, and that whether they end up as a respected medium of entertainment and artistic expression, or get relegated to a 'cultural ghetto', or worse, get regarded as 'just toys'. Jason captured this slide on that point:


Chris also made the point that the industry was moving from questions of HOW (e.g. "How do I put 100 characters in a scene?") to questions of WHY ("Why do I want to put 100 characters in my scene? What am I trying to say by doing so?" etc)

His call to action was that developers should all ask themselves, during the course of their development, two questions:
- "What am I trying to say, and why?"
- "Am I saying it with interactivity?"

It/they were brilliant and provocative keynotes. Chris' big picture thinking always impresses me.

Yesterday, I watched Good Night and Good Luck, the story of Edward R Murrow's attempt to take a stand against Senator Joe McCarthy's communist witchhunt and circumventing of due process, etc.

The film begin and ends with Murrow's speech to the Radio and Television News Directors Association convention in 1958. The transcript of the speech is well worth reading (the film only provides the beginning and ending).

There's a passage toward the end that Murrow directed toward television, but I think applies equally to games and is in keeping with the ideas conveyed in Chris' speech. Given the sentiment of Murrow's speech, that the medium has a responsibility to *try* to do more - that those that develop and fund content have a duty to do so - I have to think he'd be OK with our applying his words to games in the same way:

We are currently wealthy, fat, comfortable and complacent. We have currently a built-in allergy to unpleasant or disturbing information. Our mass media reflect this. But unless we get up off our fat surpluses and recognize that television in the main is being used to distract, delude, amuse and insulate us, then television and those who finance it, those who look at it and those who work at it, may see a totally different picture too late.[1]

I do not advocate that we turn television into a 27-inch wailing wall, where longhairs constantly moan about the state of our culture and our defense. But I would just like to see it reflect occasionally the hard, unyielding realities of the world in which we live. I would like to see it done inside the existing framework, and I would like to see the doing of it redound to the credit of those who finance and program it. Measure the results by Nielsen, Trendex or Silex-it doesn't matter. The main thing is to try[2]. The responsibility can be easily placed, in spite of all the mouthings about giving the public what it wants. It rests on big business, and on big television, and it rests at the top. Responsibility is not something that can be assigned or delegated. And it promises its own reward: good business and good television.[3]

Perhaps no one will do anything about it. I have ventured to outline it against a background of criticism that may have been too harsh only because I could think of nothing better. Someone once said--I think it was Max Eastman--that "that publisher serves his advertiser best who best serves his readers." I cannot believe that radio and television, or the corporation that finance the programs, are serving well or truly their viewers or listeners, or themselves.[4]

I began by saying that our history will be what we make it. If we go on as we are, then history will take its revenge, and retribution will not limp in catching up with us.[1]

We are to a large extent an imitative society. If one or two or three corporations would undertake to devote just a small traction of their advertising appropriation along the lines that I have suggested, the procedure would grow by contagion; the economic burden would be bearable, and there might ensue a most exciting adventure--exposure to ideas and the bringing of reality into the homes of the nation.

To those who say people wouldn't look; they wouldn't be interested; they're too complacent, indifferent and insulated, I can only reply: There is, in one reporter's opinion, considerable evidence against that contention. But even if they are right, what have they got to lose? Because if they are right, and this instrument is good for nothing but to entertain, amuse and insulate, then the tube is flickering now and we will soon see that the whole struggle is lost.

This instrument can teach, it can illuminate; yes, and it can even inspire. But it can do so only to the extent that humans are determined to use it to those ends. Otherwise it is merely wires and lights in a box.[5]

Parallel's with Chris' talk:
  1. Art vs Pop-culture ghetto
  2. The important thing is that we all try
  3. Indies can't do all the heavy lifting. Big Games needs to pitch in too.
  4. "Cotton Candy for Dinner"
  5. It's ours to fuck up, and we CAN fuck it up.
I thought the parallels quite electrifying. I don't know whether to find encouragement in it though. The struggle Murrow spoke of 50 years ago continues today, and a few minutes watching Fox news makes a case that we are losing ground if anything.

That a struggle does continue though, is good. Hopefully games can fare as well, or better. So long as developers (and publishers, and the rest of us on the periphery) consider it their duty to try, then maybe we will do better.

Friday, May 15, 2009

Login keynote transcript

Charles Stross has posted his keynote transcript from his Login keynote on his blog. 


It's alook at the next 30 years of gaming, from the eyes of a sci-fi author/futurist. [Though maybe its 20 years? He makes numerous references to the world of 2030, and since we're 2009...]

Stross has spent a lot of time thinking about this. His book Halting State (I blogged about it here) is, IMHO, one of the top 5 reads for anyone interested in thinking about the future of games. The keynote is also a good read. Like any of these things, there are numerous points I disagree with, but anything that makes you think is worth reading to get those few choice morsels.

Amongst the bits I disagree with, the end of computing power improvement - though I loved the airline industry metaphor, and the dismissing of some hairy problems (e.g. that whole virtual keyboard thing), just to name a couple examples. Also, he says near-term futurism is hard to do because of your claims coming back to bite you, but then quickly bails on making any claims about the next five years. 

On the other hand, there are some things he absolutely nails. The augmented reality stuff is already showing signs of life in the real world, and how that blurs the lines between where a game ends and the real world begins. What the market looks like when games are competing with Winnebagos and Golf for 60-somethings share-of-wallet. American market for games being dwarfed by that of places like China and India over time.

Give it a read!

Tuesday, November 18, 2008

MIGS (post 2 of N): Warren Spector keynote

Notes from Warren's awesome keynote. [my comments in braces]


--
Preamble from introductory speakers [BTW, government-influenced/run conferences always have too many guys introducing one another to introduce the next guy who introduces the next guy, etc. Ugh]
- Fifth year of conference - from 500 attendees to expected 1400
- In same 5 years, from 2k games industry folk in Montreal to now 6600, of which 4500 are in "actual development/production" [why do they feel the need to break this number out?]
- 88 speakers at this years conf.

--

Warren Spector keynote

Look back at 2005 talk – best of times, worst of times; had a pessimistic view; cautionary note; didn’t think next gen HW was going to solve everything.

So how’d we do?

“I was wrong about almost everything”

Positives still positive; negatives not so bad.

So why am I feeling good?

Gaming’s renaissance … but... Economic turn, Projects killed, Studios shut down, Layoffs, Plummeying stock, etc [posted some numbers - same ones I posted last week plus a few more]

So I was thinking, should I not do a positive talk? Should I come up with new topic? 

No.

We are still in a renaissance. Optimistic like I haven’t bene in a while. 

Doing “ok” compared to other industries

We can be THE medium of 21st century

From book “A Whole new mind” by daniel pink.

6 secrets to successs

  • Design
  • Story
  • Symphony
  • Empathy
  • Play
  • Meaning

Holy crap – games do all this already.

Still optimistic... because

  • -          We are doing a lot of the right things.
  • -          What’s bad for OLD biz is good for NEW biz
  • -          We’re here to stay

Online: Best entertainment bargain on earth, WoW reportedly $1B+/yr; Facebook games, tons of fun and I'm not paying a dime. "$60 game is a bargain compared to a $60 date night” [<-- ok, that's a money quote right there]

Creativity

“players have unprecedented control over their experiences. Whether competing in in facebook; building levels in LBP…” [missed rest of quote] - note from a playboy october 2008 article. Mainstream press talking about player control and UGC. Holy Cow!!! "When mainstream starts saying things like this, we are in a whole new world"

So no new topic, but new slant on things:

Instead of celebrating;  Talk about what got us here, What do we have to do to stay here; What to do to continue to progress

The Big Risk

  • When the going gets tough; really, most people don't 'get going', they get conservative
  • We need innovation and a renewed pioneer spirit
  • Styles of Innovation

I'm going to use a 'discovery of the new world' metaphor

  • Invention (scientists)
  • Discover (Exploreres)
  • Refinement (Settlers)
  • Re-invention (pioneers)

Scientists – turn darkness into light – ask fundamental questions – build boats, sextants, notice curvature of horizon and wonder Hmm.... 

Steve Russel, Ralph Baer, Nolan Bushnell, etc

Explorers – use the scientists tools and inventions to go find new worlds – go find new things with them, make the maps - take that boat and go west.

Will Wright – Richard Garriot, Miyamoto, etc

Settlers – pilgrims, john smith at Jamestown – follow in footsteps of explorers, settle the new world in rough conditions and settle it and thrive

Chris Roberts; blizzard, Warren Spector falls in this camp, etc. 

Don’t invent, synthesize, refine. Richard garriot established the rules that I wanted to break; Chris Roberts merged flight sims and star wars and role play to come up with wing commander

Pioneers.

Moving into re-invention: Pioneers; Kitt Carson, Lewis and Clark; Self-conscious, sometimes university trained, interpreters; internet frontier is one of them; reinventing existing genres;

Flow, Braid, Rag doll kung fu, Crayon Physics, Facade, Portal, Everyday Shooter, Jello car, The night journey, Passage [ note to self, I have played all these games but the last two. Added to 'to play' list]

Refreshing to those that have played existing genre 100 times. Explosion of innovation in existing gernes, sometimes completely turned on their ear. Elevating them to the level of art

Not just little guys, but established guys ALSO being pioneers!!!

Spore, rock band, fallout 2, wii fit, fable II, little BigPlanet; Guitar Hero; - established companies; EA doing 5 original IP’s this year. Go EA!!!

Why innovate?

We’re not done figuring this medium out

  • -          Culturally,
  • -          Aesthetically
  • -          Commercially
  • -          Personally

 Cultural:  More than nerd culture,  More than time wasting pastimes, More than adrenaline fueled fantasy

Aesthetically: How do games make meaning? What sorts of experiences can we provide? Maybe with nothing than story? What sorts of images?

Commercially: “I knew I needed to play portal minutes after seeing it because I’d never been able to do that in a game before – JPS programmer

-        Personally:

Players experincdes hundreds of games. Developers get to make far fewer. Make each one MEAN something? [note, this doesn't pop off the page, but the intonation was along the lines of 'no one lies on their death bed and says 'I wish I'd made more sequels to madden'. Will you lie on your death bed and say, 'I made a game that MEANT something to people']

Where DO we innovate?

Plenty of problem areas:

  Interactive stories

-          Developer created?

  • Player driven
  • Collaborative storytelling
  • Better actors
  • Character graphics
  • Physicality
  •  Expressiveness
  • Character interaction
  • Communication
"in a standard video game, it’s easy to kill someone, but impossible to talk to them"

Jonathan Rauch

Non-compbat AI

  • Stuck with adolescent power fantiastis
  • Limited verbs, limited player expression tools.

[thought: they are animals that articulate well?]

More compelling Worlds

  • Worlds (or sandboxes)
  •  Allow deep player interaction options
  • Not movie sets
  •  Limited player interaction - kind of goes against what we stand for, no?

Virtual Dungeonmasters

  • -          Good stories are made, not found
  • -          Systems should respond to players
  • -         dynamically modify local conditions
  • -          Accommodate unexpected choices

Not by Online Alone

  • MMO should be 'More Mainstream Online'

Other

  • -         A coherent language of design
  • -          Online biz model that actually works
  • -          Consistent sources of tenanted devs
  • -          Reasonable approach to the preservation of our history

How do we innovate

“invention has it’s own algorithm"

 - Malcomlm gladwell ( “into the air” NY Times column?)

How do we innovate:

 

  • 1.       Go indie
  •     Find a patron or self fund
  • 2.       Be famous and eccentric
  • G Go undercover
  •   Be part of a team, but introduce SOMETHING
  • Join a cult
  • -          i.e. you join Valve, you know what you are getting

-          start your own movement if you can’t find one.

Go small or self-organize

-          you can’t dictate innovation

-          - spherical core =  general direction

-          Self organizing teams =  execution

 Be open to change

a.       Flexibility in execution is key

b.      Blindtest early and often

c.       Fail quickly & often

                                                               i.      Regroup

                                                             ii.      Revover

                                                            iii.      Redirect (also quickly)_

Have a purpose

“bigness of purpose is what seperates the 20th century and 21st century organizations. You must strive to change the world"

Umair Haque - “Obamas seven lessons for radical innovators”

Harvey Smith – started at origin as a tester – was there 2-3 AM every night. Talking about what mattered about games he wanted to make. That’s what led him to where he could make his own games…

We are not immune to economic downturn. But as a medium, we are doing well. I see exhilarating joyous innovation and progress, in academia, in garages, in major pubs. Haven’t seen innovation like this

Publishers, don’t get conservative

Indie developers, dare to be great

Team members, fine ONE new thing.

Too many indies who’s work looks like a portfolio piece.

BE AN AGENT FOR CHANGE wherever you are

Geroge Bernard shaw quote:

“Reasonable people adapt themselves to the world. Unreasonable people attempt to adapt the world to themselves. All progress, therefore, depends on unreasonable people.” 

Thursday, March 1, 2007

"we posted said email... and the internet imploded"

...Kotaku, on their posting an email from Sony's PR group, blacklisting them due to posting/commenting on rumors, and the subsequent fallout.

Sigh. Where to begin?

This post sums up the story from Kotaku's side. In short, Kotaku posted on a rumor of what may be in Phil Harrison's GDC keynote. Sony's PR freaked out, Kotaku stood their ground (way to go Brian C) and posted Sony's reaction to boot, and then the Internet imploded.

Presumably, at this point Howard Stringer got a call from Al Gore saying "leggo my Internet", and Sony backed off and apologized. The Internet is back up, and the various Brians and such at Kotaku can attend Sony's GDC functions and eat expensive puff pastries while getting dirty looks from PR guys in striped shirts.

OK, kids, what have we learned?

  • Refusing to comment on rumor is moderately effective. It's neutral. Reacting to rumor this way is essentially the equivalent of posting a rehearsal of the keynote on GooTube. If I didn't feel confident it was true before, I sure do now.
  • The internets & the press, *especially* the blogging press, love a good scandal. It's way bigger story than whatever your keynote is going to contain, and customers aren't going to like it.
  • People at a big company can get so wound up about self-importance that things get out of perspective. The keynote will still go fine, and even if you yourself leaked what was going to be in the keynote, people would still show up to see it. Perhaps more so. Don't kid yourself. I personally doubt the value of 'the reveal' in this case. I think the keynote would get 10x coverage if they put out a press release that was 7 words long: "avatars, acheivements, more. Show up and see"

Now, PR fustercluck aside, the rumored Sony offering of 'Gamerscore + achievements + Mii's + Habbo Hotel' sounds pretty compelling. I'm looking forward to seeing it... and competing against it.

As my friend Casey once put it... "Now the dancing turns German".