24
Mar

It’s over! I can breathe a sigh of relief. After a crazy week of sessions, talks, meetings, and the fun of seeing friends, I’m ready to curl up and sleep for a week. I managed to make it to three more talks today, and had a couple of business meetings. Said goodbye to friends and business associates. And tonight I need to figure out how to fit all the loot I received into my very small luggage.

Overall, I think this has been my favorite GDC. It’s my fourth, but it’s the first one that I came to with no agenda. I had only a handful of meetings, and my focus was on attending sessions. Mission accomplished. I saw a ton of stuff, my head is abrim with ideas and goals for things to do.

I still have more to write up, but I’m off to dinner. The GDC coverage isn’t over!

23
Mar

Today was entirely crazy. I should be going to sleep, but I wanted to get something written first, before it all becomes a blur and I can’t quite recall the details. Ok, that’s not likely to happen since I tend to take copious notes, but still. :)

I started the day out at a talk by Richard Garriott, the creator of the Ultima series. He’s currently working on a MMORPG called Tabula Rasa, and his talk was about the lessons he learned during the development.

Next I went to Will Wright’s keynote address, which was good, as usual. He gives these wonderfully frenetic talks, constantly switching topics and jumping around, but forming a coherent voice somehow.

Unfortunately, his talk ran late so I was a bit late for a meeting and sort of missed lunch. Ouch. I made my meeting, did some good business stuff, and then stuffed some food in my mouth on my way to the next talk, which was on prototyping in Civilization IV.

Next up was a talk that ultimately was not what I thought it would be, a talk on Final Fantasy XI as an international game. FFXI is an MMO where players from all over the world play on the same server - languages supported are Japanese, English, German and French. Players can communicate with a small translateable language to each other. I wanted to hear a talk about this mechanism, and interesting cross-cultural differences or misunderstandings. Instead it was about how they saved money by using this model. I left early and took this opportunity to walk the expo floor. I collected a large pile of shirts (all of which I’ll probably just give away), then made my way to the next, and final talk.

This last one was on the sharing of user generated content in Spore. Again, an interesting talk on a game I am quite curious about.

I have lots of notes on all these talks, so hopefully I will find some time to come back and write some things up. Tomorrow is the last day, and there aren’t nearly as many talks I’d like to see, so hopefully I’ll have a chance to take a break and catch up!

23
Mar

There was one more session I went to today, the Experimental Games Workshop, but it was over two hours and packed with interesting things. I need a bit more time to collect my thoughts and get everything together. If there’s a lull tomorrow I’ll put something up. But I’ll definitely have something up soon with my thougts on the Guitar Hero freestyle mode demo, as well as other demos like Downbeat, Cloud, Flow, Braid, and Ocular Ink.

I’m done for the night. Gotta go plan what I’ll be seeing tomorrow! G’night…

22
Mar

Today was a busy day. In addition to the Sony keynote which I talked about earlier, I also made it to two other sessions. The first was Game Design Considerations for Alternate Controllers. It was a talk given by a couple of guys from Harmonix, a company we all know I love, Greg LoPiccolo and Ryan Lesser.

They talked about three of their games, Karaoke Revolution, Antigrav, and Guitar Hero (yay!), and the different controllers used in each. One of the early points they made that was quite interesting is how traditional controllers (ie the PS2 Dual Shock) can be quite intimidating. Your girlfriend doesn’t want to pick one up. Your mom doesn’t want to. Hell, I have a co-worker who loves Harmonix games and is a total gamer who doesn’t want to pick on up either. He says he just doesn’t like them.

The microphone is something everyone can understand - just pick it up and start singing. Another interesting story was how the first version of Karaoke Revolution shipped with a headset mic, similar to that used for voice chat in other games. They implied that this was for reasons determined by their publisher - they really wanted to use a handheld mic (I’m guessing the fact that a handheld mic has such a limited application was the issue - they didn’t want to go into production of the thing if it couldn’t be used for something else). Apparently, when they actually managed to get it shipping with the handheld mic there was a huge leap in understanding from the consumers and the sales went up.

Next up was Anti-grav. This game came out of a desire to make something that used the eyetoy as a controller in an innovative way. It was an interesting section of the talk, but I haven’t actually played the game, so maybe took a few less notes than for Karaoke and Guitar Hero :) One interesting technical bit was that they were only tracking the players face and hands. The game would instruct the player to crouch down, and because the head is attached to the body (hey, who knew?), they could figure out you were crouching. They had no feet data, because most eyetoys are placed such that the feet aren’t in the frame. All that stuff is driven just off your head and hands. Pretty darn cool.

Lastly, my most recent Harmonix love, Guitar Hero. They talked about how their goal wasn’t to simulate playing guitar, but to give the feeling of being a Rock&Roll guitar player. That’s awesome, because that’s totally what they did. Whenever I play the game and I’m doing well, I feel like a rock star - not like a guitar virtuoso, but a rock star. They mentioned that they had played around with a mode that let the player do solos and improvise, but they had cut this mode for a number of reasons. And that someone would be demoing this at the Experimental Gameplay Workshop session later in the day. *scratch scratch woosh* That’s the sound of me scribbling out the session I had been planning to attend and circling the EGW instead.

That’s about it for that talk. It was interesting, and I liked their points about how they designed their games and their controllers. First, they decide what they want the player experience to be. Then they decide what they should be using as the controller. It makes a lot of sense when you spell it out like that.

22
Mar

I am now very excited about LocoRoco. Turns out that on the exhibit floor, there was a place you could go and download demos to your PSP. A friend of mine happened to have his and downloaded a demo of LocoRoco, so I got to play it. It turns out it isn’t like that goo-game I mentioned in my earlier post.

You don’t actually control the blobby blob on the screen - you control the tilt of the world. You use the shoulder buttons to tip the world one way or the other, and the blobby blob rolls that way. Well, you kind of control it, because you can make it jump by pushing both shoulder buttons at the same time. You can eat flowery things to get bigger, and push the O button to strike yourself with a bolt of lightning to break into littler blobs so you can get through small areas. Hold O down again to recombine into giant-blob.

It’s bright and colorful, and the demo had a totally infectious, upbeat, very Japanese game-y type song playing in the background. When I stopped playing, I walked around whistling it for a few minutes. It was good.

At one point in the game, my blob was in the multi-blob state, and I hit this point where all of a sudden, I had 5 blobs on rails, whooshing through rings. This was about 5-10 seconds of the game where I wasn’t in control at all, but I had this ridiculously large grin on my face. It was so cute and fun. My brother tried it after me, and his friend came over to watch and at exactly the same point they both started grinning like maniacs as well.

I don’t know what it is about this game, but right now I am very excited for LocoRoco. It was fun and cute and entirely different. I hadn’t thought there were that many games I could say that about anymore. But this trip to GDC is beginning to change my mind…