GDC 2010, Day 1

Welcome to Game Developer's Conference.
Nicole Lazzaro
I was too exhausted and needed to sleep, sorry Nicole. I'm sure you did great.
Yoshiro Sakamoto (Nintendo)
Sakamoto started with 20 minutes describing in excruciating detail exactly which Metroid and Wario-Ware games he did make and did not make. (Short version: a lot of them.) Also he made some series of detective games that we haven't heard about.
He said Metroid is the only non-niche game we would know him for, and in Japan, Metroid is niche (wait, what?) and so over there he's seen as only making niche games. But he's a quirky guy and he likes that.
Early on, he worked with Iwata (current president of Nintendo) on something, I think he meant Balloon Fight. He showed a picture of him and Iwata where each has a thought bubble. Iwata's has a bunch of equations and techie stuff. Sakamoto's has "3 + 3 = 7?" and like a cartoon cat with an arrow to a lunchbox and a lizard or something. They have different modes of thinking, apparently. Recently, Iwata asked Sakamoto how he is able to make such opposite games. The Metroid games are "serious" while the Wario-ware games are totally silly and funny. Sakamoto suspects that actually Iwata's question isn't "how can you make such opposite games?" but is really "how can you make a game with a serious tone AT ALL?"
Sakamoto said to explain, we should know what influenced him as an artist. Early on, he was very affected by Dario Agento, especially his films Deep Red and Suspiria. These are horror films (I think?), and Sakamto said he was so impressed at how the films had tension and heightened emotions. There was some certain kind of music he thought was unusual, but effective. The rhythm had a "dead" quality to it, I think he said, and the music stops entirely at just the right moments.
He was also influenced by Luc Besson's film Leon: The Professional, John Woo's A Better Tomorrow, and Brian De Palma's Carrie. He's also quick to point out that he is not a movie buff, that he has not watched more movies than the average person, that he has not watched all the films of those directors, and that he doesn't wish he were making movies instead of games. It's just that these particular films showed him tools of the craft.
Specifically, he learned the use of these four techniques: mood, timing, foreshadowing, and contrast. He probably should have talked about these in much more depth as this was really the central point of his entire talk, but I don't think he gave specific examples. Anyway, these are the four ideas that he felt were very important to making horror movies work, to have just the right tension.
Then he talked about comedy. He likes comedy and he likes to laugh but a) he is definitely not a comedian (his words) and b) he actually likes making other people laugh more than he likes to himself. Making games that are silly and funny is his way of achieving this, without being a standup comic. He said those same exact four concepts are what makes comedy work. Mood, timing (especially timing!), foreshadowing, and contrast.
Oh, and he also showed us a crazy, indescribable DS game called Tomodachi Collection. You make Mii's (avatars) of your friends, then the game allows you to put them into a bunch of surreal and completely absurd situations. Some are like love scenes on a beach, one was running away from a *gigantic* rolling head of one of your friends, or doing silly dances with them while wearing even sillier costumes, and so on. Sakamoto certainly has a comic touch. Even I started to wonder how he makes a game with a serious tone.
Anyway, his point is that the reason he can do these opposite things--make a comedy game and a serious game--is that they are not opposite to him. They require the same sort of care and he thinks about many of the same ideas in both.
One last interesting thing he said, but I have to translate it a little for you. He talked about how he spends all this time making sure the timing and mood and all that is right, because that's what will create the right emotional response from the player. He was trying to say that he thought of the player as this nebulous thing out there. Kind of like he makes a work of art, then throws it into some sort of void where, theoretically--some humans will enjoy it. I know exactly what he means because I often have that exact same feeling. I've heard other artists mention this same idea too. They are designing something that people are supposed to enjoy or appreciate, but...who are these people? Sakamoto just does his best then hopes for the best.
BUT, then one day he changed his view. After the release of one of those detective games we don't know about here, a woman who played the game liked it so much that she sent him homemade chocolate candies. He explained that in Japan, this is what women do for men to signal romantic interest. He said he was shocked by this, like he didn't know how to even react. It was the first moment he really felt deep inside him that actual real people enjoy his games. Not just theoretical people. So this praise he got had quite an effect on him, and from then on, he pictured specific people when he makes his games. What will his wife think? What will some little boy he knows think? And so on. Well, I thought it was interesting.
Jaime Griesemer (Bungie)
Griesemer's talk was called Changing the Time Between Shots for the Sniper Rifle From 0.5 to 0.7 Seconds For Halo 3. It was about multiplayer game balance, and he covered many similar ideas as my GDC lecture last year and my writings. He even quoted me in his presentation