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Today was the first day of the main conference.

To give you an idea of the pulse of the industry, here's my summary of the vibe in as few words as possible:

"Facebook, iOS, social, monetization, clones, and I thought I was going to die making this game."

Thinking you're going to die making a game has been mentioned a surprising number of times by different people, all independently, and in each case is not meant jokingly but rather to convey the physical and emotional distress that people are feeling. We heard about it in great detail from the Super Meat Boy and Fez teams. A guy who gave the cloning games lecture also said it. Today I talked with Steve Swink, indie superstar who was working on the awesome Shadow Physics, but he cancelled it due to difficulties in the relationship with his programmer partner. He explained to me he had ulcers and other stomach problems and felt like he was going to die. Later in the day, Portal 2 won best writing at the game awards thing. Imagine what an "indie game developer" actually looks like. This guy was like, the opposite. He was wearing a suit I think, and looked like a mature adult. Anyway he mentioned that he thought he was going to die making Portal 2. So this is a like a meme but at the stage where people don't realize everyone's saying it.

Speaking of the game awards, in the Independent Games Festival awards, best game design went to Spelunky. Shout outs and congratulations to Derek Yu, who is a cool guy. The award for best game overall went to Fez, and Phil Fish was so choked up that he couldn't even speak. This makes the Indie Game: The Movie especially poignant, given that we saw his torturous backstory.

Flash Forward

Today started with something the GDC hasn't done before. Every speaker of the entire 3-day conference presents all in a row, 45 seconds at a time, telling us what their upcoming sessions will be about. There was quite a diverse range of presentation styles, but I guess I don't have time to go into that. At the 45 second mark, the huge array of stage lights suddenly turn red and a very loud and unpleasant buzz sound goes off, so the speaker knows they went over and must stop. A few people incorporated the buzz into attempts at jokes, such as one guy pretending he was unsure what the buttons did on the podium. At the end, the organizer of the Flash Forward thanked everyone and said it reminded her of a story about her Grandfather who would always--BUZZ!!! *red lights*

Sid Meier

I sat by Soren Johnson, which was an interesting perspective, given that he worked with Sid Meier for 7 years. Anyway, Sid's talk was kind of surprisingly basic. Or maybe not that surprising because the last talk he gave at GDC was also basic. I don't think there's anything wrong with his points, and I know he's super smart, I just wish he kind of went past the elementary level.

He said he "googled himself on the internets" and found that the most common thing said about him is the quote that "games are a series of interesting decisions." He says he thinks this was from his 1989 GDC presentation. Wait, that can't be right, I think that's older than the conference? I don't know. Anyway his whole talk was about decisions that we present to players.

Interesting decisions are ones where players don't just choose the same thing every time (if that's the case, let the computer do it automatically) and they aren't ones where you choose randomly. It has to involve actual thinking. He explained many different sources of interest, such as choices that have differnet levels of risk. Or that are short term vs medium term vs long term. Or that are tradeoffs along some other dimension. Or that even involve non-gameplay customization, as that is very interesting to lots of players too.

Sid cautioned us that we aren't "paid by the decision," meaning that game designers sometime have a tendency to think more decisions is always better. This can lead to overwhelming the player though. I sure know about that from working on my customizable card game, btw. In an attempt to make the gameplay deep enough to last years without new sets of cards, one version of it involved so many decisions, than even I was fatigued and exhausted from playing it. There is a limit where it's just not fun anymore. Apparently Sid ran into this same limit a lot in developing Civilization, so he'd cut the number of technologies or whatever available at any one time down to like 3 to 5.

I thought was interesting that Sid also emphasized what's really the flipside of his point,


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