
Last time it was two weeks, now it's been well over a month haha. Anyways, I'm not going to provide any news-related commentary today in the traditional sense for this post. Instead, it'll be a bit of verbiage on the experience I had at GDC this year.
GDC 2007 was truly an amazing experience. Held in San Francisco at the Moscone Center, this year was far larger than last year's. The show floor, itself, had been expanded to four times last year's size! The networking was splendid and some of the introductions were mind blowing! Like how about standing next to Gears of War Lead Designer, Cliff Bleszinski or having a discussion with Mark Rein, or The Behemoth's (of Alien Hominid fame) co-founders? The list of who's who goes on and on.
So what was the message at GDC that I took away from all of the sessions, parties, and meetings held? A few actually.
Outsourcing...Not everyone is made equal...First, the outsourcing sector is growing exponentially. One of the companies I met with informed me that they were interviewing some 68-odd art services companies! However, the big Publishers are now realizing that not every vendor can be considered equal. Naturally, not every vendor out there has the capabilities to deliver next-gen quality art assets, but it's taken the industry a while to realize this. I'm sure botched project after botched project has lead the big P's to wake up and smell the coffee.
Sony's PS3 Animal... showing some humanity...Second, the Playstation 3 is going to be an interesting platform down the road. With a poorly displayed start, an excess of inventory sitting on store shelves, and sales lagging behind nearly every other current and next-gen console, many media pundits have questioned Sony's prowess and ego, I included.
However, after seeing some of the stuff in the works, like LittleBigPlanet, I'm realizing that the best stuff will really be headed our way in 2008. At that point in time, the PS3 will likely be a good platform to invest in because it'll have some very innovative titles, features, and supplementary offerings.
Their Home platform, similar to the the whole Miis on the Wii, looks pretty interesting, though I'm wondering if people will really enter this ad-ladened world just to set up and decorate their own virtual homes, stroll down to the market square to window shop, play pool, arcade games, and the like, while having virtual chats with other people. I suppose if Second Life can do it, why not Sony?
The Keynote speech was entertaining in certain degrees. First, they had this interactive game of soccer being played. There were these blow-up Soccer Balls, the size of an average grown up, being thrown around from person to person. Then, there were actual Goals set up on both sides of the stage with digital score counters being displayed on the theater-sized screen. As soccer balls were thrown into the goals on either side, the scores would update on-screen. So you had like 5 Huge Blow-Up Soccer balls being thrown around everywhere and people hitting them with their hands, like it was a game of volley-ball, directing the balls in the direction of the Goal closest to them. It was fun to watch.
So, during the keynote speech, I took out my handy dandy DS Lite and entered into PictoChat to see what people were thinking. Most were bashing Sony consistently throughout the presentation. That is... until LittleBigPlanet was shown. At which point, everyone stopped chatting as their jaws dropped to the floor in view of the amazing level of graphic detail, fun, and flexibility the game offered. The experience simply cannot be described in words to be honest. I tried to explain it to my boss and to my parents and did no justice to the glamor of this game.
Aside from the Keynote speech, I got to check out a handful of new PS3 games on the show floor. Nothing mind blowing, but I'm happy to see that their version of the "Live Arcade" is beginning to show life. We'll see how Sony does over the course of this year, but I really wouldn't expect anything grandstanding until the Holiday season.
Mobile games... Everyone is clueless...Sifting through all of the Mobile games sessions, I realized two things about mobile. First, the mobile games industry is purely... lost! One message was made clear, that "we" have not grown the 5%. What is the 5%? Well, basically, this value represents the percentage of mobile phone users, who actually purchase game content on their phone. Last year, it was also sitting at 5% and this year is obviously no different. Each year we read about the expected growth of the industry, but to be honest, not many are actually making a lot of money in the field. We're all waiting on some killer app, on games which take real advantage of the mobile phone's communication capabilities, but it just hasn't happened yet in a mainstream sort of way. So the message was this, and the solutions were few.
Coming to the second point, one of the solutions mentioned was surrounding community driven content. Many speakers were pushing the idea of user created levels, avatars, blah blah, you name it. User-generated content is cool, no doubt about it. It allows people to express themselves to others, and its one of those sticky things. Once a community is created, it doesn't go away so fast and people love to congregate around others with similar interests. But, to grow such a community would mean a lot of problematic hurdles along the way, including building that fan following for an actual mobile game title. If there are ten guys building content for ten guys, the community isn't going to last very long. But, how do you do this? Marketing promotions? Should the game be an extension of an already existing game like many Korean titles seem to take advantage of? Should the games be stand-alone apps which are entirely unique to the mobile platform? How do you convert a community of GSM-based mobile users who just don't understand what the hell GPRS means? I really could list a zillion more issues.
I'm really concerned that the industry may be blinded by "community." To get a person to game on the mobile phone, is it the community and user-generated content that we should be offering first or games which the user can easily get into and understand? I think the latter hasn't been explored enough to warrant the former, no matter how cool the former sounds. However, I agree with most in our industry, that mobile should not be a second-rate console platform. It should have its own unique identity with games that can ONLY be done aptly on a mobile handset.
There was one session which really lead me to be concerned though. It was a session based on innovation where developers would pitch their ideas to a panel of publishers and the audience was encouraged to participate! One of the pitches was for a Bluetooth-enabled analog controller which communicates with mobile phones to allow users to play mobile games like... console games.... This peripheral received numerous applauds... and that's when I realized that no one had been listening to or had digested what the message of GDC Mobile was. How in the hell does a BT analog controller help us, as an industry, to grow the mobile games market when people keep trying to find ways of dressing up the mobile phone like a Gameboy?
If you guys have any further questions, I'd be more than happy to tell you more about the experience via mail or IM. Just let me know, because there was a LOT of cool stuff that I simply can't cover in a blog.