Posted by sswink on March 17th 2006 to
News,
Posts
These are the sessions I’m planning to hit at GDC 2006. Also, what I’m hoping to get out of the session, notes about speakers, and experiences I’ve gleaned from six years of GDC attendance.
The first thing to note is that I have backups for almost all time slots in case it becomes clear the session is not going to be worth my time (as sometimes happens.) I’ve walked out on a lot of speeches over the years for a variety of reasons; I can smell a lemon within the first five to ten minutes
. Last year there was a particularly appealing-sounding speech by the lead programmer of Metroid Prime, one of my favorite games from the last few years. Specifically, he was talking about how he designed and implemented Prime’s exemplary camera system. Unfortunately, he didn’t really have anything insightful to share about how to design a better camera system. His speech could be boiled down to ‘I solved the problem by being a very smart man.’ Great. Thanks a lot.
*thumbs down + raspberry*
So I walked down the hall to a fascinating session about usability testing that yielded a wealth of practical information that I’ve implemented both in teaching and testing my games. Seems to be the way of it.
In years past, I’ve stuck around out of a sense of courtesy to the speaker or because I keep hoping they’ll finally get around to saying something useful, especially when the session title or topic is very interesting to me. The reality, though, is that there are a lot of crap speeches every year at GDC, and if you find yourself in a session that’s biting the Big One for whatever reason, the biggest favor you can do yourself is to go find something better. Fill out a comment form saying that you’re walking out and why, but don’t waste time and energy on a session that’s not valuable. I guarantee you’ll be able to find another session to go to. Try stuff outside your area or things that sound random or interesting. This is how I’ve stumbled on some of the best sessions I’ve ever seen. A session by Brian Moriarty enigmatically titled “The Secret of Psalm 46” comes to mind. It featured an hour long playback of a lunar eclipse writ large on the projector screen and some fascinating information about Shakespeare intertwined with a meditation on the nature of human creativity. It stands out in my memory as one of the best speeches I’ve ever seen, GDC or elsewhere. Delightful.
Game Design Workshop
Overview: This intensive 2-day workshop will explore the day-to-day craft of game design through hands-on activities, group discussion, analysis and critique. Attendees will immerse themselves the iterative process of refining a game design, and discover formal abstract design tools that will help them think more clearly about their designs and make better games.
Marc LeBlanc
Robin Hunicke
Tim Stellmach
Steve Librande
Randy Smith
Jonathan Hamel
Andrew Leker
Art Min
Frank Lantz
Austin Grossman
I’ve been to the Game Design Workshop numerous times, and I really can’t recommend it highly enough. I’m using it as a backup to the Emotion Boot Camp session this year simply because I’ve been to it many times, but if you’re any kind of game designer – aspiring, master, or otherwise – there’s something here for you. Veteran designers like Steve Librande, Randy Smith, and Marc LeBlanc enlighten by their simple presence. Robin Hunicke is a designer at Maxis, previously of the Interactive Entertainment Group at Northwestern University. She and I have a lot of crossover in our approach to understanding games, mostly stemming from flow theory, so I really dig the direction of her research. Also, I really liked her aesthetic experiment at Indie Game Jam 2. It’ll be fascinating to find out how her background has translated into her work as a designer at Maxis. Also, perhaps she interfaces with Will in some capacity. If so, I would love to pick her – and by extension his – brains. Actually, I would like to eat his brains. To steal his power. Yum.

I’ve also found the Game Design Workshop to be a fantastic resource for brainstorming and creativity tools. In years past, they’ve introduced participants to various creativity tools and locked them in with immediate, focused exercises in game design and brainstorming. I try to emulate some of the environment they create in the Game Design Workshop in my Gameplay and Game Design class. In fact, I was introduced to my all-time favorite creativity author, Roger Von Oech, through this session at GDC 2003. If you haven’t checked out this book and are employed or seeking employment in any creative field, do yourself a favor and order “A Whack on the Side of the Head” right now – it’s the best $10 you’ll spend this hour.
Emotion Boot Camp: Putting More Emotion into Play
Overview: Using what players like most about play, this playshop offers tools and tactics for creating emotion for next-generation player experiences based on XEODesign’s close examination of players during play, and Isbister’s research at Stanford and the Rensselaer Games Research Laboratory.
Nicole Lazzaro
Katherine Isbister
Nicole’s research is interesting, though I disagree with some of her approach – some things she’s shoe horning into ‘emotion’ don’t sit quite right with me, something I need to articulate better perhaps. I also cringe slightly at the way XEODesign is trying to create a fit-all ‘system’ to apply to games and to sell it to everyone. Knizia’s ‘using the same approach often leads to the same results’ sits much better with me and my personal experience of game-centric creativity and design. Then again, this alone should be reason enough to listen to what she has to say:
“Most informative talk at GDC. Every designer should learn how to read this language.”
-Will Wright, Creator of The Sims
Based on their site, I’m not exactly sure which session Will Wright said this about, and if it was in fact theirs, but I’ll give them the benefit of the doubt
.
I’ve been chatting with Katherine on and off for almost a year now; we may collaborate on something in the future. I really like her laid back, grounded approach. In a weird way, she kind of reminds of Carl Sagan – she brings a sense of awe and wonder to her work in a nonchalant way, and it’s hard to imagine disagreeing with her.
(Continue reading this post…)