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		<title>GDC 2010 &#8211; Friday</title>
		<link>http://www.untoldentertainment.com/blog/2010/03/14/gdc-2010-friday/</link>
		<comments>http://www.untoldentertainment.com/blog/2010/03/14/gdc-2010-friday/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 02:58:11 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[GDC 10]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=2320</guid>
		<description><![CDATA[The second-to-last day of GDC ends in party night.  If you&#8217;re going to get drunk, make that last deal, or murder a hooker, tonight was the night to do it.  i&#8217;m staying up super-late to post my thoughts on Day Four of the Game Developers Conference.  The free notepad that i picked [...]]]></description>
			<content:encoded><![CDATA[<p>The second-to-last day of GDC ends in party night.  If you&#8217;re going to get drunk, make that last deal, or murder a hooker, tonight was the night to do it.  i&#8217;m staying up super-late to post my thoughts on Day Four of the Game Developers Conference.  The free notepad that i picked up at the Flash Gaming Summit on Monday is crammed to its last page.  Tomorrow, i&#8217;m going to have to start scribbling things on my arm, like that arm-scribbling guy in that movie about the guy who scribbles on his arm.</p>
<h2>GDC MicroTalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!</h2>
<p>This is my fourth year at the GDC, and i&#8217;ve learned by now that there are certain talks you should never miss. The Indie Game Developers Rant, the Game Design Challenge (see below) and the Microtalks are all sessions that people talk about afterward, and if you miss them, it&#8217;s hard to be in the conversation.  i made sure to catch the Microtalks this morning, along with a few thousand other attendees.</p>
<p>As i learned last year, the Microtalks are hit-and-miss.  i won&#8217;t mention everyone, but here are a few hits and misses:</p>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/thumbs-up.jpg" alt="Thumbs up!"></p>
<p>Kellie Santiago &#8211; That Game Company (Flower) &#8211; <b>Hit!</b></p>
<p>Kellie hates playing games online, because of the rude, caustic, sexual harass-tastic talk she&#8217;s made to suffer.  (i can understand why, her being such a hot foxy bitch and all.)  She blames this not on the players, but on the game designers, for not cooking up ways to encourage more constructive, co-operative, touchy-feely, i&#8217;m-ok-you&#8217;re-ok communication in their games. She cited the New Games Book from the 1970&#8217;s, which eschewed traditional organized sports with the new motto &#8220;Play Hard, Play Fair, Nobody Hurt.&#8221;  Earth Ball and Everybody-Sits-Inside-A-Parachute-Together came out of the New Games Movement.  Having grown up as a pudgy, unathletic kid, i owe a lot to this book for helping me survive gym class, and i didn&#8217;t even realize it.  Also, i was AWESOME at parachute.</p>
<p>i found Kellie&#8217;s last slide memorable:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/esrb.jpg" alt="ESRB warningI"></p>
</div>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/simon.jpg" alt="Thumbs down!"></p>
<p>Gary Penn &#8211; <b>Miss!</b></p>
<p>Words!  Lots of them!  From the dictionary!  Coming at you! Fast! Furious! &#8230; passion, love, motivation, game, design, source, structure, feel, drama, alive, consistent, twist &#8230; obnoxious!</p>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/manyThumbs.jpg" alt="Thumbs up!"></p>
<p>Jane Pinckard &#8211; Foundation 9 &#8211; <b>Hit!</b></p>
<p>Jane&#8217;s talk was on love, and it was a very easily-received message coming from a woman with (as i&#8217;ve said in <a href="http://www.untoldentertainment.com/blog/2008/11/03/gameonfinance-and-ogs-exceed-expectations/">another post</a>) a lovely smile, and a redder-than-Valentine&#8217;s-Day dress.  (i think that bit was intentional.)</p>
<p>Jane identified three ways she&#8217;s seen love expressed or explored in games:</p>
<ol>
<li>Love as narrative &#8211; <b>Final Fantasy VIII</b>. The game was in the service of the love story between the two characters.  Jane: &#8220;i mean, sure you have to save the world or whatever &#8230; &#8221;
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/ff8.jpg" alt="Final Fantasy VIII"></p>
<p>Voulez-vouz roleplay avec moi ce soir?
</p></div>
<li>Love as nurture &#8211; <b>Nintendogs</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/nintendogs.jpg" alt="Nintendogs"></p>
<p>The &#8220;L&#8221; also stands for &#8220;love&#8221;.
</p></div>
<li>Love as Discovery &#8211; <b>Star Wars: Nights of the Old Republic</b>.  Jane said that KOTOR has you uncovering the love story.  i didn&#8217;t make it far enough into the game to experience that, but i hope it didn&#8217;t involve any wookies.
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/wookie.jpg" alt="Wookie"></p>
<p>Let&#8217;s blow this thing and go home!
</p></div>
<p>Jane offered a few tips to foster the exploration/expression of love in games: </p>
<ul>
<li>Make use of adrenaline-filled moments, as in <b>Uncharted 2: Among Thieves</b>.
<li>Let the player express herself, as in <b>World of Warcraft</b>.
<li>Allow for vulnerability, as in <b>Ico</b>.
<li>Make the object of the player&#8217;s affection unique &#8211; Jane found that the love interests in <b>Fable II</b> were too samey.
</ul>
<p>Jane ended on a great note:</p>
<blockquote><p>
I really don&#8217;t care about the <b>Citizen Kane</b> of games &#8211; I want the <b>Pride and Prejudice</b> of games.
</p></blockquote>
<p>My wife and i each wanted to share an artistic work that held deep personal meaning.  She wanted me to read <b>Pride and Prejudice</b>, and i wanted her to play <b>The Secret of Monkey Island</b>.  After months of toughing it out on the can with Elizabeth Bennett, having finally finished the book, i checked in to see how my wife was making out: stuck talking to the shopkeeper on Melee Island, near the opening of the game.  Sssssuper.</p>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/fonz.jpg" alt="Thumbs down!"></p>
<p>Ian Bogost &#8211; <b>Miss!</b></p>
<p>Ian&#8217;s point was that once the game leaves the hands of its creator, interpretation is up to the player.  His talk was about as challenging and relevant as a footrace with a fish.</p>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/itagaki.jpg" alt="Thumbs up!"></p>
<p>Margaret Robertson &#8211; <b>Hit!</b></p>
<p>Margaret opened ostensibly with a plug for her new game, the details of which were on a flyer that was placed on every seat in the room.  After the audience checked it out, Margarat asked by a show of hands what people were willing to pay for the game. She asked the audience to raise their hands if they&#8217;d pay $2.99, $3.99 and $4.99.  More people on the right side of the room kept their hands up for $4.99.  That&#8217;s because Margaret had booby-trapped the fliers &#8230; on the left (more frugal) side of the room, the flier listed the release date as April 3rd.  On the right side of the room, the release date on the flier was April 28th.  28 is a bigger number, and it subconciously made more people in the right side of the room tolerate a larger price point.</p>
<p>Margaret discussed a few other weird headcases. You&#8217;re given a game with three doors. The goal is to open each door until you find which one has the biggest point value behind it, and then you click that door as much as possible to rack up a high score.  Researchers found that when they made the other two normal-point doors slowly shrink from the player&#8217;s view, the player would click on them to prevent them from disappearing, <em>even though they had nothing to do with the goal of earning a high score</em>. Margaret: &#8220;people hurt themselves to keep their options open.&#8221;</p>
<p>Here are a few other weird behaviours she shared:</p>
<ul>
<li>People work harder for nothing than they do for pay.
<li>People lie more often in response to things written in horrible fonts.
</ul>
<p>Margaret&#8217;s talk tied into one of the most prevalent themes of the conference &#8211; player psychology.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/badFont.jpg" alt="Bad Font"></p>
</div>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/meh.jpg" alt="Meh!"></p>
<p>Sam Roberts &#8211; <b>Meh!</b></p>
<p>i didn&#8217;t take many notes during Sam&#8217;s talk, so i must not have found it that interesting.  i did prick up my ears at one point when he talked about how subtle changes in messaging can radically change the theme of the game or the motivation of the player.  He gave the example of <b>Grand Theft Auto</b>, a game series where you hijack cars and other vehicles.  Player intent and motives change radically when the player is <em>comandeering</em> the vehicle, rather than hijacking it.</p>
<p>i don&#8217;t play very many mature-rated games, but this is why i did play and enjoy <b>Crackdown</b>.  It was sort of GTA lite, but you were taking many similar actions &#8211; taking other people&#8217;s cars, running down pedestrians, and blowing stuff up.  The key difference is that in <b>Crackdown</b>, you play a police officer.  You&#8217;re scolded by the narrator for harming citizens, and everything you do is in the service of ridding the city of three diabolical crime lords.  i&#8217;d much rather crack a few eggs to make an omelet in <b>Crackdown</b>, than to crack a few eggs and murder some hookers and kill innocent civilians to boost my rampage score in <b>Grand Theft Auto</b>, with no omelet to show for it.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/gta.jpg" alt="Grand Theft Auto"></p>
<p>Take THAT, moms and dogs!
</p></div>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/paul.jpg" alt="Thumbs up!"></p>
<p>Jesse Schell &#8211; <b>Hit!</b></p>
<p>One of the most talked-about conference sessions i&#8217;ve ever heard of is <a href="http://fury.com/2010/02/jesse-shells-mindblowing-talk-on-the-future-of-games-dice-2010/">Jesse&#8217;s DICE 2010 talk</a>, where he predicted a future where everything we do, from brushing our teeth to educating our kids to doing our jobs, is tied to some kind of game or points system.  <a href="http://www.untoldentertainment.com/blog/2010/03/12/gdc-2010-thursday/">Chris Hecker criticized Jesse in his Thursday talk</a> on the potentially negative effect of game achievements and rewards.  i&#8217;ll admit that i haven&#8217;t watched Jesse&#8217;s DICE talk yet, but i gleaned that the original spirit of it was exuberance.  Unless Jesse&#8217;s being a revisionist, i&#8217;m likely wrong about that; he took to the stage this time to warn of the coming war between we the people, and the evil corporations and governments who want to co-opt game design to control our behaviour. He calls it &#8220;Gameageddon.&#8221;</p>
<p>Schell put up a slide with a few alarmist examples:</p>
<ol>
<li>Achievement Unlocked &#8211; You drank 1000 Cokes!
<li>Join the American Army, and get a free fortress in <b>World of Warcraft</b>
<li>Smoke 10 packs of Camel cigarettes, and unlock the Bentley in <b>Grand Theft Auto</b>
</ol>
<p>Jesse&#8217;s argument is fun food for thought, but it&#8217;s not bulletproof.  He claims that unless we&#8217;re conscious of the coming Gamepocalypse, we&#8217;ll be powerless to stop it.  Said Schell, &#8220;Did you complain when teevee ads jumped from taking up 16% of programming to 36%?  No!  You just sat there and let it happen.&#8221;  Sorry, Jesse &#8230; i actually DIDN&#8217;T sit there and let it happen.  i bought a PVR, fast-forwarded through the commercials, and swiped my favourite HBO shows from a torrent site.  Fight the power!</p>
<p>Schell identified four types of soldiers in the Gamepocalypse.  There are, in reality, so many more, but whatever.  We like lists.</p>
<ol>
<li>Persuaders: sharky, amoral business types who are only out to make money from games. Zynga/<b>Farmville</b> weren&#8217;t mentioned by name, but the reference was strongly implied.
<li>Fulfillers: game designers who live only to fulfill the wishes and dreams of the audience.
<li>Artists: audience be damned!  Let&#8217;s make a game about what it is to be human, while the audience scratches their collective heads.
<li>Humanitarians: Game designers
</ol>
<p>Jesse ended his talk by saying &#8220;the war is already here.  Figure out which side you&#8217;re on.&#8221; </p>
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/paperBag.jpg" alt="Thumbs down!"></p>
<p>Suzanne Segerman &#8211; <b>Miss!</b></p>
<p>i&#8217;ve seen Suzanne&#8217;s talk given by many different presenters at many different conference.  Thank God she was confined to five minutes &#8211; i&#8217;ve had to endure this kind of presentation for much longer.  Here&#8217;s how it goes:</p>
<p>Hey &#8211; Bob Dylan&#8217;s cool. So is Vonnegut.  i like Vonnegut.  And uh &#8230; M*A*S*H. That was a really good show.  And Kubrick.  Kubrick is awesome. The Wire, All in the Family, The West Wing &#8211; great.  Great, great shows.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/mash.jpg" alt="M*A*S*H"></p>
<p>Oh &#8211; and M*A*S*H! Did i mention M*A*S*H?  i did?  Ok.  Still awesome.
</p></div>
<p>Ugh &#8230; times like these, i lack the requisite number of faces to palm.  Fun fact: i didn&#8217;t cough up three thousand dollars to come to a conference to hear about your teevee viewing habits.  i&#8217;m not particularly concerned about who you think is awesome.  The supposed take-away from talks like these is always the same:  Dylan was awesome.  Go be like Dylan!</p>
<p>Sure thing.  That&#8217;s what i&#8217;ll do.  i&#8217;ll go home, and i&#8217;ll be like Bob Dylan.  Because he&#8217;s awesome. That was the solution all along &#8211; so simple!  i was spending all of my time NOT being awesome.  i should try to be awesome intead.</p>
<p>In one of the head-shakingest moments during her talk, Suzanne mentioned Al Gore on her list of unassuming but ultimately awesome people, because of <b>An Inconvenient Truth.</b>  Suzanne: &#8220;he&#8217;s now a multi-millionaire.&#8221;</p>
<p>Oh &#8211; NOW he is?  NOW Al Gore, who served as the 45th vice president of the United States of America, is a multi-millionaire?  Well, golly.  i&#8217;m glad that documentary gave him his big break.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/alGore.jpg" alt="Al Gore"></p>
<p>Looks like things are gonna turn out alright for this lovable scamp.
</p></div>
<h2>Everything You Know is Wrong</h2>
<p>Sid Meier, creator of <b>Civilization</b>, packed an enormous room with MOST of the conference attendees to give what was essentially a bush-league talk on the psychology of game design, which featured no actual psychology &#8230; just a few anecdotes from Sid.  The talk was disappointingly skippable. Anyway, here are a few things i found somewhat interersting (but mostly harmless):</p>
<p><b>Fudge the math.</b> Sid talked about Civ testers who were upset that they sometimes lost in a battle with 3:1 odds.  They were semi-okay with losing in a 2:1 battle, but they didn&#8217;t tolerate losing twice in a row.  And they felt that in a 20:10 battle, they should win far more often than in a 2:1 battle.  The point is that the cold, hard facts of math don&#8217;t always jive with what <em>feels</em> right for the player.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/mathIsHard.jpg" alt="Math is hard!"></p>
<p>Dur dur etre Barbie
</p></div>
<p>Sid also discussed shortcuts in AAA game development to save money. Two examples he gave were:</p>
<ol>
<li>Put a black curly moustache on a bad pirate.  No need to fill out the guy&#8217;s backstory &#8211; he&#8217;s got a curly black moustache, so he must be evil. (This brought stereotyping and racism to my mind.)
<li>Describe things through text. If those things mesh with what the player wants to believe, you can save yourself some work.  In his example from <b>Civilization Revolution</b>, a text prompt says that to show his respect for you, the Sultan of Zanzibar has delivered a caravn of dancing bears.  There are no dancing bears in the game &#8211; building, texturing and animating them would be too expensive.  But since the player, as a world leader, accepts that foreign leaders should be sending him gifts, they don&#8217;t have to explicitly depict that through art and animation.  The places where they DO have to spend more time on that stuff are where they have a harder time convincing the player of a certain concept or outcome.
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/blackGuy.jpg" alt="Black Guy"></p>
<p>Save money on game development!  No need for a backstory &#8211; this guy&#8217;s clearly a crack dealer.
</p></div>
<h2>Game Writers&#8217; Roundtable</h2>
<p>Daniel James&#8217;s virtual goods session was packed, so i ducked into the writers&#8217; roundtable to workshop a few ideas i had for <b>SpellCaster</b>.  There were a few heavy-hitters in the room who had worked on some very big games, but the vocal minority were a few students, who would have been wiser to sit back and listen rather than chiming in.  But as someone with a huge mouth who was once young (and still is, in many ways), i am careful to extend grace to young upstarts.  It&#8217;s been extended to me more often than i deserve it.</p>
<p>The conversation was off to a very slow and painful start, with writers bitching about how managers wouldn&#8217;t proof-read their work (boo hoo!  where&#8217;s the door?)  Finally, i asked a specific writing question about my specific game, and it sparked a lot of great conversation about player expectation, determinism vs. free will, moral decision-making in games, and a number of other topics.</p>
<p>There was an old-school Disney guy in the room who had worked on <b>The Curse of Monkey Island</b> (NOT a canonical Ron Gilbert Monkey Island game, but not a terrible game either).  He said something interesting about conversation trees: in those adventure games, the main character&#8217;s personality is pretty fleshed out in cut-scenes, but they tried to pack the in-game conversation options with many different off-model options.  They&#8217;d empower the player to sound suave, stupid, snide, urbane, etc.</p>
<p>i had asked specifically about adding a big twist to the narrative that takes the player completely off-guard, and whether that had ever been done, and if it had been done succesfully or ham-fistedly. The room cooked up a lot of great examples from games past and present. One guy talked about a companion technique to the &#8220;aha&#8221; moment: the &#8220;oh shit&#8221; moment, where instead of the player discovering that everything he knows is wrong, he instead discovers that everything he knows is on fire.  Battlestar Galactica pulled out a number of great &#8220;oh shit&#8221; moments in its run.</p>
<p>One word of advice from Disney guy, which is SO LucasArts: &#8220;never punish a player for doing something fun&#8221;.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/spaceQuest.jpg" alt="Space Quest"></p>
<p>Sierra: clearly not designing from the same playbook.
</p></div>
<h2>Game Developer Challenge: Real-World Permadeath</h2>
<p>This was my fourth GDC, and i&#8217;ve come to learn that there are certain unmissable sessions that everyone talks about.  The Challenge is one of them: a panel of famous game developers presents a game concept based on a difficult, alternative or downright WEIRD concept. In previous years, the challenge had contestants designing a game with a needle and thread interface, and a game around the theme &#8220;my first time.&#8221; This year&#8217;s theme was &#8220;real-world permadeath,&#8221; a game that involved someone&#8217;s actual death.</p>
<p>i have SO MUCH to say about this session that i&#8217;m going to save my commentary for a completely separate post.  Here&#8217;s a sneak preview: game developers are comically insecure about death.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/blood.jpg" alt="There Will Be Blood"></p>
<p>Oh, yes.
</p></div>
<h2>Dinner</h2>
<p>Since we were recipients of the OMDC (Optimally Miniaturized Dinky Cars) Export Fund, which pays for half of our trip, we were invited to a special networking dinner on Friday night. A number of well-positioned industry folks were bribed, coereced or blindfolded and thrown into the back of a van before joining us at the event.  Not every guest was a good fit for every Ontario company, but i&#8217;m sure some good contacts were made.  </p>
<p>For my part, i was seated at a table with the head of a triple-A game studio, his bizdev guy, a Hollywood agent representing the games industry, and the head of EA Partners.  Apparently Bon Jovi, Stephen Hawking and Jesus couldn&#8217;t make it.  Just as i suffered the students at the writers&#8217; workshop, my tablemates were very gracious to answer my questions about hiring name voice-over talent, and licensing music for games.  Thanks so much!</p>
<h2>After Dinner</h2>
<p>i headed over to the nearby Three Rings (<b>Puzzle Pirates</b>, <b>Whirled</b>) offices expecting something like the insane bacchanal of three years ago, when the company set up a slip n&#8217; slide slicked with whiskey, and a guy got beheaded in the elevator. (Party hearsay always beats the real thing.)  This year&#8217;s party (at the behest of their landlord) was far more subdued, but i&#8217;ll never miss a chance to visit the <a href="http://www.becausewecan.org/Office_interior_with_custom_desks">fabulously-designed nautical steampunk Three Rings office</a>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_14/office.jpg" alt="Three Rings Office"></p>
<p>20 000 leagues under the deadline.
</p></div>
<p>i got back to my hotel room at two in the morning and immediately started blogging the day in service of you, dear reader &#8230; but my hotel Internet connection was knocked out, and after a half an hour, so was i.</p>
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		<title>GDC 2010 &#8211; Thursday</title>
		<link>http://www.untoldentertainment.com/blog/2010/03/12/gdc-2010-thursday/</link>
		<comments>http://www.untoldentertainment.com/blog/2010/03/12/gdc-2010-thursday/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 07:53:42 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[GDC 10]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=2310</guid>
		<description><![CDATA[GDC plods on!  i have moments when i can&#8217;t stomach meeting a single new person, and others where i get nervous about not making the most of my days here.  i&#8217;m back in the hotel room chilling and blogging, so that i can be up at 7:30 tomorrow morning for a breakfast with [...]]]></description>
			<content:encoded><![CDATA[<p>GDC plods on!  i have moments when i can&#8217;t stomach meeting a single new person, and others where i get nervous about not making the most of my days here.  i&#8217;m back in the hotel room chilling and blogging, so that i can be up at 7:30 tomorrow morning for a breakfast with fellow kids&#8217; game developers.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_11/nanalan.jpg" alt="Nanalan'"></p>
<p>Om nom nom nom nom.  Breffist!
</p></div>
<p>Here&#8217;s what i saw today:</p>
<h2>The 4 Most Important Emotions for Social Games</h2>
<p>* <a href="http://www.slideshare.net/NicoleLazzaro/gdc-4-emotions-social-games-lazzaro-slides-100311">view the slides here!</a> *</p>
<p>Nicole Lazzaro (<a href="http://www.twitter.com/nicolelazzaro">@nicolelazzaro</a>) is a psychologist and games industry consultant who’s been around for quite a while.  She has studied emotion in games, and based on her findings, has split fun into four categories:</p>
<ol>
<li>Easy fun &#8211; exploration and discovery
<li>Hard fun &#8211; overcoming really tough challenges
<li>Serious Fun &#8211; high scores, collections, competition
<li>Social Fun &#8211; trading, chatting, suprPoking
</ol>
<p>She found that most of the emotions that players experienced while playing games fall into the &#8220;Social Fun&#8221; category.  She further elaborated on the four emotions that make players share (this lady has a thing for fours, i guess):</p>
<ol>
<li>Amusement &#8211; dancing, teasing, chatting and jokes
<li>Amici (chumminess) &#8211; neighbourliness, visiting, people, plants &#038; pets
<li>Amidar (admiration) &#8211; ranking, status
<li>Amigro (reciprocity) &#8211; mechanisms for players to respond to each other socially
</ol>
<p>She also has a thing for words that start with &#8220;a&#8221;, and &#8211; apparently &#8211; using Italian words when English words will do.  A few times during her talk, she&#8217;d say something like &#8220;the concept i&#8217;m trying to describe doesn&#8217;t have an equivalent in English, so i&#8217;ll use the Italian word, &#8216;casa&#8217;.&#8221;   (um &#8230; lady, i think you mean &#8220;house.&#8221;)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_11/house.jpg" alt="House"></p>
<p>There&#8217;s just no possible way i can describe it &#8211; i&#8217;ll just have to be pretentious.
</p></div>
<p>It all came off as sort of elitist and obnoxious, and got under my skin.  i <em>really</em> got annoyed when Nicole wondered aloud what we have to do to make a game so socially viable and connected that all 6 billion of us on the planet will play it.  </p>
<p>It just &#8230; does she realize that a significant portion of the world doesn&#8217;t have <em>food</em>, let alone electricity, to play her theoretical Facebook game?  Here are some facts from WorldVision: 840 million people in the world are hungry.  2.1 billion live on less than $2 a day, and 880 million live on less than $1 a day.  26 000 children die <em>every day</em> from preventable disease &#8211; that 9 million kids a year.  Games are great and all, but damn, Nicole &#8230; the world has different priorities.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_11/sudanChild.jpg" alt="Sudanese child"></p>
<p>Finishing New Super Mario Bros. Wii: not a priority.
</p></div>
<p>One of the concepts Nicole brought up in her talk played into another talk later in the day.  She called it &#8220;fiera&#8221;, which may very well be an Italian sportscar or gelato flavour, but also describes the burning passion that fills your gut when you finally conquer a difficult challenge, after repeated failed attempts.  Remember fiera &#8211; it&#8217;ll come up later in this article.</p>
<h2>Creating Successful Social Games: Understanding Player Behaviour / Developing a Metric Mindset</h2>
<p>Speaker Mark Skaggs from Zynga redeemed himself a tiny bit from his very tight-lipped panel at the Flash Gaming Summit on Monday.  It&#8217;s almost as if GDC was important, and FGS was not, so he weighted most of his efforts to today&#8217;s talk.  He came off snippy and a bit pompous, but it&#8217;s easy to think you&#8217;re awesome when you&#8217;re wearing underpants woven from the fibers of shredded hundred dollar bills.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_11/boxers.jpg" alt="dollar bill boxers"></p>
<p>i think these are called &#8220;munderpants&#8221;.
</p></div>
<p>The thrust of Mark&#8217;s talk compelled listeners to move toward a &#8220;metric mindset&#8221;.  That means that instead of championing design decisions by making statements like &#8220;on my last game, we did it this way&#8221; or &#8220;i worked hard on this feature and i think players will love it,&#8221; or &#8220;i&#8217;m the boss, so we&#8217;ll do it my way,&#8221; you move toward a place where you say things like &#8220;what do the numbers tell us?&#8221; and &#8220;thank God we have these numbers!&#8221;  His point was that numbers would essentially design your game for you.</p>
<p>Mark gave the example of a text link above the game cross-promoting their latest game <b>MafiaFishTown</b>, or whatever. The team thought that red was absolutely the right colour for the link, but they tested a bunch of colours, and found that pink was the best choice.  That bit came up again in another talk, so remember that too!  Keep reading to find out how this all comes together.</p>
<p>The biggest and most straight-forward take-away from this talk was Mark&#8217;s list of what to measure in your games:</p>
<ol>
<li>How many people install?
<li>How many people make it through the first 5 minutes/past the tutorial?
<li>How many people are playing today?
<li>Do players tell their friends?
<li>Who&#8217;s coming back?
<li>Who isn&#8217;t?
<li>How much money do players spend in the game?
<li>What do players enjoy doing?
</ol>
<p>Mark said that instead of trying to answer &#8220;what is fun?&#8221;, try answering &#8220;what do players enjoy doing?&#8221;</p>
<p>On the last point, Mark offered the example of Super Berries.  The team already knew that players loved planting fast-growing strawberries, so they created a virtual item called SuperBerries.  SuperBerries cost more than strawberries, but they gave a 3x return in half the time.  The important point is that they chose a strawberry-like skin for the item instead of watermelons or blackberries, because the players liked strawberries.  SuperBerries were incredibly successful. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_11/superberries.jpg" alt="Farmville SuperBerries"></p>
<p>&#8220;SuperBerries&#8221; was also my nickname in high school.
</p></div>
<h2>Lunch</h2>
<p>Lunch was sponsored by PlayHaven.  Unfortunately, the best thing about this panel was the food.  PlayHaven assembled a room and a panel filled with iPhone developers, lawyers, and assorted hangers-on.  The panel questions and responses were far too basic for my taste &#8230; stuff about how to register your business, the 99 cent race to the bottom in the App Store, and the difference between copyright and trademark.</p>
<p>The one bit i think that was worth mentioning came from someone i noted as &#8220;bald guy&#8221; &#8211; i was too far in the back of the room to hear everybody&#8217;s names.  (Bald Guy!  If you&#8217;re reading this, please identify yourself!)</p>
<p><center><br />
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</center></p>
<p>Bald Guy said that the only way you can make money in the App Store is to crack the top 100, and without smart marketing, the only way to do THAT is to spend $50k on AdMob inventory.  So if it&#8217;s down to marketing, Bald Guy listed the following tools for getting the word out about your iPhone game outside the App Store:</p>
<ol>
<li>Create a landing page (www.myAwesumiPhoneGame.com). You have a lot more control over it than you do over your game&#8217;s App Store page.
<li>Use video (trailers, etc) to promote your game.  53% of visitors click on a video.  Bald Guy claimed that having video doubles your conversion rate. (conversion to paid, not to Judaism)
<li>Use PR firms. Lots of firms will do cheap grassroots campaigns for you.  (Ryan&#8217;s counterpoint: don&#8217;t waste your money!  The quality of the campaign you get out of these guys for chump change is just as easy to pull off yourself for free)
<li>Involve bloggers, ScoreLoop, OpenFeint, etc.
</ol>
<h2>Crushing the Overhead: Case Study of a Microstudio Start-up</h2>
<p>Randy Smith from Tiger Style, creators of <b>Spider</b>, gave this talk. i&#8217;m not going to say too much about it, because it made no sense.  He might as well have been up there saying &#8220;here&#8217;s how we made our game:  first, i hit myself in the face with a hammer.  Then, we made gumdrop shoes and drove a tank into four lighthouses.  Finally, dishwasher passion fruit boomerang moustache.&#8221; </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_11/seal.jpg" alt="Rabid seal"></p>
<p>WTF?
</p></div>
<p>i was just mystified during the whole talk.  Randy told us about how he got laid off from his job at EA and decided to make a game.  He emailed a bunch of people to ask if they wanted to work on a game with him for free, and they said &#8220;yes&#8221;.  He didn&#8217;t draw up any legal contracts, but wrote all the contracts himself.  He gave everyone royalty points based on how many hours a week they pulled on the project.  Some people did 2.5 hours a week.  Everyone telecommuted.  If something didn&#8217;t get done because people flaked out on him, he or his partner did it themselves.  When the game turned a $300k+ profit, everyone got paid at the same rate &#8211; artists and programmers alike.  Dishwasher passion fruit boomerang moustache.  i left with my head spinning.</p>
<p>As long as i&#8217;m being contentious, i may as well take exception to something Randy said:</p>
<p>&#8220;We&#8217;re good business people, not evil try-to-get-rich business people.&#8221;</p>
<p>i hope Randy&#8217;s distinguishing here between trying to get rich, and trying to earn a living.  i have a wife, two children, a mortgage, and a diabolical cocaine habit.  i make no apologies for trying to be profitable in my bidness.</p>
<h2>Little Hands, Foul Moods, and Runny Noses 3: Research for Developing Kid-Friendly Social Gaming Experiences</h2>
<p>i saw Carla&#8217;s talk last year, and actually preferred it to this one.  There was a bit of repeat here, like the term &#8220;prosocial&#8221;, which means &#8220;not being a dick.&#8221;  It&#8217;s the concept of doing something for someone else even when you don&#8217;t profit.  Carla offered a few interesting points about prosocial behaviour and gaming:</p>
<ul>
<li>Young people who play aggressive games (<b>Face-Stabber 4: The Stabbening</b>, etc) donate less than prosocial game players
<li>When presented with a story starter like &#8220;An old lady came to a crosswalk, and &#8230;&#8221; young adults who play prosocial games finish the story in prosocial ways, like &#8220;An old lady came to a crosswalk, and a kindly young gentleman helped her across the street&#8221;, instead of &#8220;An old lady came to a crosswalk, and bitch got FACE-STABBED, yo!!&#8221;
</ul>
<p>i admit i drifted off with most of Carla&#8217;s presentation &#8230; a lot of heavy slides came up with stuff like &#8220;kids between the ages of whatever and whatever like co-play in groups of like-gendered individuals, while kids of gendered play-co prosocial prefer harmonizing trade agreements passive repsonse play dishwasher passion fruit boomerang moustache.&#8221;  There&#8217;s only so much GDC i can take.</p>
<p>Still, i hope to make it to Carla&#8217;s breakfast tomorrow morning, if only to brag about my four-year-old daughter, who can do a lot of the things that Carla said 4-year-olds can&#8217;t do during the session question period.  Yes, there IS a great game that a parent and child can play together: <b>Super Mario Galaxy</b>.  (Daddy does all the running and jumping while his little girl collects star bits with the second controller)  Yes, 4-year-olds CAN understand asynchronous play &#8211; my daughter gets <b>Fishville</b> gifts from her Facebook friends all the time, and seems to grasp the concept.  </p>
<h2>Achievements Considered Harmful?</h2>
<p>The most provocative and best talk of the day, and the one that the Nicole and Mark talks led up to, was this session by Chris Hecker.  Chris <em>C&#8217;d his A</em> at the beginning of the talk by defensively pointing out that psychological studies are fallible, and went on to talk about research that suggests that rewarding people to do stuff is a bad idea.</p>
<p>To put it simply, if i give you a tchotchke for doing something &#8211; a gold star, an achievement, a paycheque &#8211; you&#8217;re less likely to be motivated to do that thing again.  If you pay people to wear their seat belts, they&#8217;re less likely to wear their seat belts when they&#8217;re not being paid.  If you reward people for trying new foods, they&#8217;re less likely to eat those foods again. If you praise or reward someone for doing a puzzle, he&#8217;s more likely to seek out a different activity than to continue doing the puzzle.</p>
<p>The researchers tested out all kinds of different types of rewards. Here are a few:</p>
<ul>
<li>tangible/symbolic (achievements, candy, money) vs. verbal
<li>expected vs. unexpected
<li>informational (&#8220;you killed 5 orcs&#8221;) vs controlling (&#8220;you killed 5 orcs, just as you ought to&#8221;)
<li>dull tasks vs. interesting tasks
<li>contingent (do this to get this) vs. non-contingent (do this, or not &#8211; you&#8217;ll be rewarded anyway)
<li>endogenous (read a book, get a book as a reward) vs. exogenous (read a book, get a dollar as a reward)
</ul>
<p>A meta-analysis of over 100-such tests on reward systems found that when you had an interesting (vs. dull) task that was rewarded with something tangible, expected, and contingent (like XBox Achievements, or many other reward systems we use in gaming), you reduced intrinsic meaning (giving a f*ck).</p>
<p>However, for an interesting task where the reward was verbal, informational, and unexpected (Hey!  You killed 5 orcs!) free choice increased, and subjects self-reported higher instances of giving a f*ck.</p>
<p>He also mentioned that this not giving a f*ck effect has a larger impact on females than it does males.</p>
<p>Hecker took on <a href="http://www.wired.com/beyond_the_beyond/2010/02/jesse-schell-future-of-games-from-dice-2010/">Jesse Schell&#8217;s oft-blogged talk from DICE 2010</a>, where he imagined a world where everything around you gave you points &#8211; your toothbrush gave you points for brushing, the government gave you points or money for raising your kids well, etc.  Hecker suggested that Schell and two other respected colleagues were talking out of their collective asses, because they haven&#8217;t looked at the research, which says (among other things) that when you pay a kid for getting good grades, the kid&#8217;s grades subsequently drop.  Fascinating stuff!</p>
<p>And in the climax of his presentation, Hecker took a juicy bite out of Zynga.  i paraphrase:</p>
<blockquote><p>
If you&#8217;re intentionally making dull games with extrinsically motivating factors (rewards) to separate people from their money, i pity you.
</p></blockquote>
<p>i really enjoyed this talk because it was thought-provoking and controversial.  Hecker didn&#8217;t declare himself right, but he made a compelling case based on the evidence.  i got into a conversation during the question period with another small studio head, who lined up to ask the same question i did:  if rewards demotivate women more than men, why does <b>Farmville</b> seem to be doing so well with such a large female audience?  (i found his answer unsatisfying, to the point where i honestly can&#8217;t even remember it!)</p>
<p>The other dev and i went over a pile of cases where the research didn&#8217;t bear out: he remembers going to the arcade and practicing <b>Dance Dance Revolution</b> until he could get a Perfect rating on most of the songs on a high difficulty level.  Remembering that earlier session, i told him that he was experiencing fiera when he overcame those challenges, which is part of Nicole&#8217;s &#8220;Serious Fun&#8221; quadrant.</p>
<p>The session provided a lot of food for thought, but there were too many <b>DDR</b> anecdotes and exceptions to take the research results as gospel. Still, it helped me cook up a never-before-seen style of reward that i&#8217;m excited to pioneer in <b>SpellCaster</b>!  i&#8217;ll leave it on that mysterious note.</p>
<h2>The Independent Games Festival and Game Developers Choice Awards</h2>
<p>Lots of great games, lots of worthy award-winners &#8230; a big sweep by Naughty Dog for <b>Uncharted 2: Among Thieves</b>.  i left mid-way through Gabe Newell&#8217;s speech (he heads Valve), because i had to pee and i was kinda bored.  </p>
<p>Let me just mention that <b>Farmville</b> won the award in the new Social Gaming category, and that absolutely had to happen. <b>Farmville</b> will go down in gaming history as the first social game to make people stand up and take notice of these new social play mechanics. The guy who accepted the award (didn&#8217;t recognize him &#8211; anyone know?) gave a very defensive, almost hostile speech, goading the largely triple-A console audience to come fill the over 200 job postings at Zynga.  He drew at least one &#8220;boo&#8221; from where i was sitting.  The speech was a bit tense.  There was only polite applause when Zynga was announced the winner.</p>
<p>People will say bad things about you when they feel you&#8217;ve been very successful (financially or otherwise) and they feel you don&#8217;t deserve it.  i can&#8217;t tell if the many, many Zynga opponents take issue with the exploitative, addictive and manipulative nature of the company&#8217;s games, or whether they&#8217;re simply jealous?  Before Zynga came along and struck gold, we were all talking about how to make games more sticky and addictive.  When Zynga finally pulled it off and made a game that was ACTUALLY ADDICTIVE, everyone started shaking their fists. For years, developers have been making games that make players fat, that make them aggressive, and that make them anti-social.  Let&#8217;s face it, folks: the track record for the games indudstry has not been jam-packed with redeeming qualities.  It&#8217;s just in the past few years that i&#8217;ve seen people really start talking about games for the Greater Good.  i feel it&#8217;s untoward for the industry to shake torches and pitchforks at the monster they themselves helped to create.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_11/mob.jpg" alt="Mob"></p>
<p>Grr!  Why can&#8217;t Zynga produce redeeming games like the rest of us &#8211; games like Face-Stabber 4?
</p></div>
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		<title>GDC 2010 &#8211; Wednesday</title>
		<link>http://www.untoldentertainment.com/blog/2010/03/11/gdc-2010-wednesday/</link>
		<comments>http://www.untoldentertainment.com/blog/2010/03/11/gdc-2010-wednesday/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 08:10:11 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
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		<description><![CDATA[Day Two of the Game Developers Conference in San Francisco was a little more beneficial than Day One. Here&#8217;s a rundown of who said what, and what i said when that person said that.
How to Manage an Exploratory Development Process
Speakers:
Robin Hunicke and Kellie Santiago from That Game Company (Flower)
This talk had the potential for greatness, [...]]]></description>
			<content:encoded><![CDATA[<p>Day Two of the Game Developers Conference in San Francisco was a little more beneficial than <a href="http://www.untoldentertainment.com/blog/2010/03/10/gdc-2010-tuesday/">Day One</a>. Here&#8217;s a rundown of who said what, and what i said when that person said that.</p>
<h2>How to Manage an Exploratory Development Process</h2>
<p>Speakers:<br />
Robin Hunicke and Kellie Santiago from That Game Company (<b>Flower</b>)</p>
<p>This talk had the potential for greatness, but the speakers fell down when it came to providing concrete examples to illustrate what they were saying.  The whole talk was given from a very vague, 50 000-foot-level, and i wanted some more blood n&#8217; guts to make the material more relatable.</p>
<p>Robin and Kellie were talking about how the video game industry is a very stressful place, and how team members can end up hating each other, hating the project, and suffering anxiety and nightmares needlessly. The talk was part scrum advocacy, part therapy advocacy.  (Don&#8217;t know what scrum is?  Neither did i, until i had lunch with an expert!  See below for more.)</p>
<p>Here are a few points of interest i jotted down:</p>
<ul>
<li>Robin &#8211; &#8220;We don&#8217;t have to burn ourselves out, starve, or suffer to create fantastic works of interactive art.&#8221;
<li>When team conflicts arise, the impulse is to say &#8220;i&#8217;ll just do it&#8221; or &#8220;i can&#8217;t seem weak&#8221;
<li>It&#8217;s easy to dismiss someone else&#8217;s ideas when you have to build them.  That&#8217;s why it&#8217;s important for your whole team to have ownership of the whole project (another scrum/agile concept)
<li>If you iterate, you <em>will</em> chuck stuff.  And that&#8217;s not a bad thing.
<li>Robin &#8211; &#8220;Not everyone who gives you money is stupid.&#8221;  Me &#8211; &#8220;HAHAHAHA!&#8221;  She was talking about how keeping constant, open and honest communication with your funder or publisher makes for a better relationship and less anxiety
<li>Estimates are fake
<li>When something takes longer than you thought it would, the conversation you have with the publisher/funder doesn&#8217;t have to be plagued by shame and guilt.  &#8220;You don&#8217;t have to wear a hairshirt during that conversation.&#8221;
</ul>
<p>Here were the (relatively few) takeaways the speakers provided:</p>
<ul>
<li>Put up a big board for your team with a calendar on it.  Add blobs to the calendar across different game dev disciplines and buckets (development, infrastructure, marketing).  Massage frequently.
<li>Keep a task board between sprints (2-week development periods), listing team members&#8217; names across the top, and the tasks they need to complete under their names
<li>Write a private game dev diary. The more you do these, the more you&#8217;ll realize that the problems you have on one project are the problems you have on ALL projects &#8211; use this knowledge to help you anticipate and navigate problem situations in the future
</ul>
<p>Robin is formerly of EA, and you could tell from the talk that she&#8217;s been through monstrously stressful projects, and game teams with huge egos on them.  The thing i found really interesting is that i couldn&#8217;t ignore the fact that the speakers were both women, and that the talk itself was very <em>chicky</em>.  i started writing down the most repeated words in the presentation: stuff, concerns, thing, worries, communication, anxiety, guilt, conversation, open. Very touchy-feely Dr Phil stuff.  That&#8217;s not a bad thing necessarily &#8230; it just struck me that i would probably never, EVER hear the same talk coming from male presenters.</p>
<p>When people repeat, to my dismay, that there need to be more women/black people/Down syndrome people (or whatever) in the game industry, so that <em>other voices can be heard</em>, this must be what they mean.  i&#8217;m fine with having more women in the industry as long as they&#8217;re smart, with-it and (dare i say?) <em>worthy</em> women like the two presenters.  i get my back up when people try to stack teams based on some minority bingo card, as i&#8217;ve said before.  The talent and ability has to be there.  More on that later, when Robin takes to the stage during the indie rant.</p>
<p>Also, i&#8217;ve said it before but i&#8217;ll say it again: Robin has the best hair in the industry.  Sleek, red, and awesomazing.</p>
<h2>Ninjabee&#8217;s Top 10 Development Lessons</h2>
<p>Next up was Brent Fox, who does NOT have the best hair in the industry (sorry, Brent).  Brent was a decent speaker, and kudos to him for breaking his talk down into a nice bite-sized list of ten items.  Seems to be the only way to get people to read your blog &#8211; bullet points and countdowns.  Perhaps it&#8217;s also becoming the only way to keep people awake during your PowerPoint question.</p>
<p>i won&#8217;t list all of Brent&#8217;s ten points, because many of them were pedestrian and uninteresting (again &#8211; sorry, Brent!)  These are the ones that held my interest:</p>
<p>#10.  DLC Doesn&#8217;t make any money.  Brent bemoaned the fact that Ninjabee&#8217;s downloadable content for games like <b>Outpost Kaloki X</b> and <b>Band of Bugs</b> didn&#8217;t sell well. He later added the exception to the rule: <b>A Kingdom for Keflings</b> had add-ons that sold very well.  His conclusion: DLC is worth it if the game is very popular.</p>
<p>i asked him at the end of the talk whether he&#8217;d measured the sales of DLC against how many people had finished the game.  i didn&#8217;t buy <b>Outpost</b> DLC because i didn&#8217;t come anywhere near to finishing the main game.  i <em>did</em>, however, finish <b>Keflings</b>, and would be far more likely to buy an expansion for it.  To my sheer amazement, after hearing Zynga and the other Facebook devs drone on about how important it was to collect and measure player data, Brent admitted that he had no idea what the correlation between finishing players and sold DLC was.   Shocking!  </p>
<p>#6.  A picture is worth a million dollars.  If someone says &#8220;You can show me a demo with no graphics and i can look past it&#8221;, he&#8217;s lying.  (i wholeheartedly agree here &#8211; pretty pictures are CRUCIAL.)  He gave an example where his team had mocked up an example of avatar placement in <b>Keflings</b>, and the feeling from the publisher was sort of like &#8220;oh &#8211; of course they can do it. They&#8217;ve got a picture to prove it!&#8221;</p>
<p>#5. XBLA is hit-driven (no surprises there). He did say, though, that on the list of the top games for XML, the gap between the sales figures for the games on page 2 and the games on page 8 isn&#8217;t significant &#8230; but the gap between the games on page 1 and the games on page 2 is immense.</p>
<p>Brent ended his talk by quoting EA&#8217;s CEO, who claimed that in the next year (ONE year!), <a href="http://www.engadget.com/2009/12/02/ea-ceo-says-digital-gaming-will-overtake-console-market-next-yea/">sales from digital downloads would overtake console numbers</a>.  Sacre le crap!</p>
<h2>Why Do People Buy Virtual Goods? Ten Attributes to Influence Desirability</h2>
<p>Speaker Vili Lehdonvirta from the Helsinki Institute for Information Technology is an unnervingly calm, almost robotic speaker.  i found him very listenable &#8230; if only because i was worried that if i didn&#8217;t listen, he&#8217;d melt my face with his laser eyes.  i didn&#8217;t get a single thing out of Vili&#8217;s talk, because i knew it all already.  Drag.</p>
<p>If you don&#8217;t know it all, here are ten factors affecting the desirability of virtual goods as they relate primarily to virtual worlds and MMOs:</p>
<ol>
<li>Performance (+2 sword, +4 sword)
<li>Functionality (items that save the player time, like warp gates or loot pets)
<li>Visuals and sounds
<li>Background fiction (he gave the example of a ring you could get that belonged to a very popular NPC in the game &#8211; it&#8217;s the same as when people buy Elvis&#8217;s underwear)
<li>Provenance &#8211; the item might have history attached to it (eg a famous player owned it in the past, or a certain item was only given out during an exclusive promotion)
<li>customizability
<li>Cultural References (ie holiday-themed items)
<li>Licensed Items (Nestle Chocobot Power Hour hats)
<li>Rarity (he gave the example of an <b>Ultima Online</b> item, horse dung, that did not propagate in the game world.  Players realized the stuff was precious and rare, so they started hanging it on their walls as an elite status symbol. <em>Horse dung</em>.
<li>Prince. The super-expensive item that you sell to a player as a status symbol.
</ol>
<h2>Getting a Free Phone</h2>
<p>After those sessions, and just before lunch, i picked up my free Nexus One phone courtesy of Google.  Thanks, Google! That&#8217;s super.</p>
<h2>Lunch</h2>
<p>i had lunch with three great guys &#8211; Joe, who you may know on Twitter as @retrogamer4ever, Shane and Vince.  It was then that i brought up Robin&#8217;s talk, and Shane exploded with a passionate hour-long diatribe about the wonders of scrum development, with Vince chiming in every so often with a &#8220;what what!&#8221; and &#8220;daaaamn!&#8221;</p>
<p>i hadn&#8217;t paid much attention to scrum, and only kind of knew what it was.  Or so i thought.  i learned so much more from Shane during lunch.  Here&#8217;s a quick breakdown:</p>
<p>Traditionally, when you make video games, you use the waterfall method.  You write a game design document describing the entire game, you break it up into tasks, and you build the game.  The final game MUST keep referring back to this increasingly ancient GDD, and there is very little room for iteration (changing the game little by little on the fly in response to playtesting, new ideas, etc)</p>
<p>Agile development philosophy aims to solve a number of problems that waterfall causes. Scrum is one way to implement Agile concepts.  Here&#8217;s how you develop a game using scrum:</p>
<ol>
<li>Cook up the KINDS of things you need to build.  The whole team meets and decides how much effort something will take to complete.  Not how much TIME &#8230; how much effort.  You assign effort points to tasks.  So if you&#8217;re talking about a programming system, the programmer talks about what&#8217;s involved in implementing it, and the TEAM decides how much effort it&#8217;ll take.  Not the programmer &#8211; the whole team.  The aim here is to get everyone owning the project.  As Robin said earlier in the day, it&#8217;s easier to disregard someone else&#8217;s input if you don&#8217;t own it, but are just building it.
<li>The whole team works towards a sprint. At the end of a 2-week run, the game will be finished.  The whole team works towards a common goal: a build of the game.  It&#8217;s not feature-complete or necessarily awesome, but it&#8217;s a working (if stunted) version of the game.  The benefit here is that you always have a working, playable version of the game.  Vince and Shane told us about the different public humiliation tactics they&#8217;ve employed to shame a team member if he let everyone down by breaking the build.
<li>Within a sprint, the team members review their assumptions every Monday, Wednesday and Friday.
<li>Repeat this process every two weeks until the game is done, or the money runs out and the Earth crashes into the sun.
</ol>
<p>There&#8217;s way more to it than that, but that&#8217;s a primer.  It&#8217;s the primer i would have wanted when i was trying to casually understand what scrum was.</p>
<h2>The Convergence of Flash Portals and Social Games</h2>
<p>* <a href="http://www.slideshare.net/danctheduck/gdc-2010-convergence-of-flash-portals-and-social-gaming">view the slides here!</a> *</p>
<p>It&#8217;s no secret: i have a total man-crush on Dan Cook.  It was a thrill to meet him in person, and his talk was typical Dan Cook &#8211; whip-smart, on the money, relevant and kickass.</p>
<p>Dan&#8217;s talk was on the Flash game industry &#8211; the devs, the portals, the middle-men, and the incredible opportunity for developers in that space.  i have a hunch that most of you reading this blog know most of what Dan was saying, but the way he said it and the slides he&#8217;d put together had me riveted to his talk, even though i knew most of what he was saying beforehand.  </p>
<p>At the end of his talk, Dan painted a very bleak picture of the Flash games industry, one where ongoing consolidation leads to big, unstoppable companies, and Flash developers serve at the behest of their new overlords.  He&#8217;s totally right &#8211; that&#8217;s already happening.  But then he started channeling Karl Marx and Sun Tzu, preaching that workers (Flash devs) must own the mode of production, or build their castles on less crowded hills.  His advice:  be platform-agnostic.  Don&#8217;t be a Flash developer or an iPhone developer or an Android developer.  Be an octopus.  Constantly dip your tentacles into many different buckets, pulling out new players and audience members on a variety of platforms, so that you don&#8217;t become beholden to the powers that will eventually control any particular platform, given enough time.</p>
<p>My thoughts, of course, immediately went to Untold Entertainment&#8217;s site masthead: &#8220;We make Flash games.&#8221;  i hate that credo, but it&#8217;s true.  i am dying to develop something on a different platform so that i can finally change it, but for now i gotta call a spade a spade.</p>
<p>i love you, Dan Cook.  Please have my man-babies.</p>
<h2>From Casual to Social:  What to Pack</h2>
<p>Unfortunately, this talk was at the bottom of the heap for me.  Presenter Jeferson Valaderes from Playfish spoke too quickly, in a rapid-fire South American (?) accent.  Everything he said sounded like a throw-away.  His slides were almost incomprehensible.  Ugh.  It was just a really, really bad session.  The conference volunteer kept bringing him cup after cup of water during his presentation, as if hoping that if he took a sip, he&#8217;d magically start being interesting and relevant.  Alas, water only keeps you alive.  It does not keep you alive and bearable.</p>
<h2>Indie Gamemaker Rant!</h2>
<p>This series of 5-minute talks from various indies in the increasingly upsetting indie Old Boys Club was hit and miss.  Here are a few things that jumped out at me:</p>
<p>Tommy Refenes pulled kind a dick move in his rant about the app store by implying that Adam Saltsman &#8220;got lucky&#8221; with <b>Canabalt</b>.  If i were Adam, i can&#8217;t imagine i&#8217;d feel good about that.  And if i were Adam, i imagine i&#8217;d have enough money from <b>Wurdle</b> by now to buy myself a Tommy Refenes-skin rug.</p>
<p>Anyway, Tommy ran a really interesting experiment. He put a game called <b>Zits n&#8217; Giggles</b> in the App Store and didn&#8217;t make any money from it.  So he jacked the price up to $15, and three people bought it.  Then he jacked the price up to $50, and four people bought it.  So he decided to keep jacking up the price as long as it kept selling.  Fourteen people bought it on Valentine&#8217;s Day for $199 a pop.  The game currently sells for $350.</p>
<p>He did this to illustrate why he thinks the App Store is a joke, filled with uneducated consumers.  It&#8217;s hard to argue with him, but his elitist attitude and opening complaint that it&#8217;s too hard to beat <b>Mega Man 2</b> on the iPhone betrays a very close-minded, old-school mentality that implies that games and systems are only valid or valuable if they have traditional controls, and if their games are called <b>Mega Man 2</b>.</p>
<p>Robin Hunicke will be happy to know that her rant tipped me from being a staunch opponent of affirmative action, to someone who now sees the benefit of having a sexually and racially diverse game development team.  It&#8217;s hard to say what did it: it was either her mesmerizing red hair, or the science she provided that showed that teams are more productive, creative, and effective when they are diversified.</p>
<p>i have a big chip on my shoulder about affirmative action and women in the games industry, because i come from an office where the management layer was suspiciously stacked with women, and the worker bees were almost all men, and a certain degree of nepotism and unfair hiring kept it that way.  Many of the women in the management layer weren&#8217;t worthy of the jobs they held, in my opinion, and it was hard to get excited about women in the workplace when i was surrounded by so many women who shouldn&#8217;t have been there.  </p>
<p>Since then, i&#8217;ve met many more women who don&#8217;t get it, and who have their jobs because they&#8217;re women, and that really gets my back up.  But i have met a few women who are savvy and smart and really knowledgeable, and i&#8217;m very happy they&#8217;re here.</p>
<p>Robin talked about a concept called signaling threat, which is where you&#8217;re surrounded by people who are all cut from the same cloth (white men &#8230; or heck, even black women with green hats), and the imbalance makes you want to run like hell,  or stay with all your defenses cranked way up.  i think that i actually experienced signaling threat at that old job by being surrounded by those women, so i totally buy the case for diversity now.  i&#8217;m about to put together a team for <b>SpellCaster</b>, so i&#8217;ll definitely keep Robin&#8217;s rant in mind.</p>
<p>Journalist Brendan Boyer&#8217;s claim was that &#8220;Seanbaby has ruined video game journalism for an entire generation.&#8221;  Seanbaby is an initially funny, but ultimately caustic commenter who had a stint on IGN, and who Brendan blames for poisoning game journalism by making every game insight flippant and rude. He called for 2010 to be &#8220;the year we sunk snark.&#8221; The point would be hard to argue, if Brendan wasn&#8217;t such an ass-grabbing tard-monkey.</p>
<p>Anna Anthropy called for video games to have more personal stories.  &#8220;i&#8217;m tired of male fantasy wish fulfillment and saving the world.&#8221;  i was later informed that Anna was a pre-op transgender &#8211; another case of a different viewpoint enriching the dialogue.  <b>SpellCaster</b> actually aims to do what Anna is talking about &#8211; the story will completely deconstruct the same tired save-the-world, you-are-the-most-imporant-person-on-the-planet arc that so many video games follow relentlessly.</p>
<p>In Anna&#8217;s stack of rants, she also made the bold claim that the term &#8220;Indie&#8221; is no good, and that it is increasingly exclusionary.  i completely know where she&#8217;s coming from, and will give specifics of indie snobbery in my GDC wrap-up later this week. </p>
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		<title>GDC 2010: Tuesday</title>
		<link>http://www.untoldentertainment.com/blog/2010/03/10/gdc-2010-tuesday/</link>
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		<pubDate>Wed, 10 Mar 2010 08:37:51 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
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		<description><![CDATA[The Game Developers Conference 2010 began today in San Francisco, and i’m back in my hotel room to give you a recap of what i saw and learned.
The first two days of the show are Summits days, with clusters of panels and talks in certain narrow or niche segments of the industry.  This year, [...]]]></description>
			<content:encoded><![CDATA[<p>The Game Developers Conference 2010 began today in San Francisco, and i’m back in my hotel room to give you a recap of what i saw and learned.</p>
<p>The first two days of the show are Summits days, with clusters of panels and talks in certain narrow or niche segments of the industry.  This year, the casual games and virtual worlds summits were combined and enhanced to form the Social &#038; Online Games Summit.  There was also an iPhone summit (which last year was called the Mobile Games Summit &#8230; telling?), the AI (Artificial Intelligence) Summit, and the Let Me Tell You Summit, which was for British people.</p>
<p>Generally, i was disappointed.  This is the fourth year i’ve been at the show, and i almost worry i’m getting too smart for GDC.  I don’t want that to sound pompous &#8230; i’m just wondering if, having spent an entire year reading and researching, following excellent Twitter posters like <a href="http://www.twitter.com/retrogamer4ever">@retrogamer4ever</a>, and cramming so much stuff into my brain, that i&#8217;ve outpaced the more general-interest tone of the conference?  </p>
<p>It’s also &#8230; this is kind of weird, but i think it’s valid &#8230; the few Indie Games Summit talks i attended are in a cavernous and very dimly-lit room, as opposed to last year’s brighter, cheerier room.  The mood in the place is almost ominous or sombre. But i could very well be crazy.</p>
<p>Click on the headers that interest you to read more about the sessions i attended!</p>
<p><a href="#" onclick="xcollapse('X7409');return false;"><br />
<h2>Meeting with Push Button Labs</h2>
<p> </a><br />
</p>
<div id="X7409" style="display: none; background: transparent;">
Instead of kicking the show off with a session, i met the lads from PBL.  Tim Aste, who i follow on Twitter, is very friendly and enthusiastic.  The art style he’s adopted for the team’s upcoming game, <b>Grunts: Skirmish</b>, is really appealing.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_10/grunts.jpg" alt="Grunts: Skirmish"></p>
<p>i bet it&#8217;s a game about hugging.
</p></div>
<p>But the big thrill for me was getting to meet Jeff Tunnel, an industry veteran from the old Dynamix studio and, more importantly, the creator of <b>The Incredible Machine</b> and its sequels, spin-offs and imitators.  TIM remains a very influential game for me.  It was one of the first physics-based games i ever played, and the novelty of that gripped me like few games ever had.  It may also have been one of the first games i ever played with a level editor.  TIM has you building Rube Goldberg machines, like that old Mousetrap game where the marble tips the man into the tub, which rattles the cage which catches the mouse.  Rube Goldberg was a cartoonist who drew implausible solutions to simple tasks, like turning on a lightbulb.  TIM takes that concept and runs with it, giving the player tasks like &#8220;release the mouse from its cage – here’s a bin of spare parts, including a laser, two mirrors, a rubber band, a boot, and two basketballs.  Go.&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_10/incredible_machine.jpg" alt="The Incredible Machine"></p>
<p>It reminds me of whenever i attempt home repairs.
</p></div>
<p>One thing that TIM introduced me to was this idea of playing the game while it was paused.  You’d put the physics on hold, position all of the elements on the screen, and then unfreeze time and watch the chain reaction unfold.  i don’t know if TIM was the first to do this, but i see it all over the place now, and in interesting places, like the pauseable combat system in <b>Star Wars: Knights of the Old Republic</b>.  I was considering using something similar for a sequel to our TOJam game <b><a href="http://www.untoldentertainment.com/blog/2009/05/05/bloat/">Bloat.</a></b></p>
<p>Anyway, if i thought that meeting Jeff would be my biggest thrill that morning, i was wrong.  While we got to know each other, i showed the gentlemen a few screenshots from our real-time multiplayer game <b><a href="http://www.interruptingcowtrivia.com">Interrupting Cow Trivia</a></b>, and Jeff said – this is Jeff Tunnel, creator of <b>The Incredible Machine</b>, mind you – Jeff said &#8220;Oh, yeah.  I&#8217;ve played that.&#8221;</p>
<p>WHAT?  That floored me.</p>
<p>It floored me to think that i played and loved a game when i was a kid, one of the games that would inform my design decisions throughout my career, and that i would grow up to have a wonderful future in the video game industry, and that the creator of one of the games that inspired me would one day play MY game.  How awesome is that?  (If you answered &#8220;<em>so</em> awesome&#8221;, you’re darn right.)
</div>
<p><a href="#" onclick="xcollapse('X2518');return false;"><br />
<h2>The State of Social Gaming: Industry Overview and Update</h2>
<p></a><br />
</p>
<div id="X2518" style="display: none; background: transparent;">
<p>The speaker here was Justin Smith from <a href="http://www.insidesocialgames.com/">Inside Social Games</a>, a great blog that i really recommend.  But i wondered if it was because i was on the site so much, or because i was just generally well-informed about the topic, that i found Justin&#8217;s talk completely useless.  He kept tossing out non-news tidbits like &#8220;the majority of users on Facebook are old&#8221; and &#8220;Facebook has more traffic outside North America than in.&#8221;  At the end of Justin&#8217;s presentation, i leaned over to my colleague and said &#8220;in other news: fire hot, water wet&#8221;.   i just didn&#8217;t get much out of this session.</p>
<p>i mentioned that to Raph Koster later in the afternoon.  Raph was one of the summit&#8217;s organizers, and he said he was worried that the session was too basic as well, but he said that once people came up to the mic asking all sorts of rookie questions, he relaxed a bit.  He HAD properly judged the experience level of the audience. </p>
<p>i just kind of hoped that at a specialized conference, in a specialized summit devoted to a single segment of the industry, that we could get beyond openers like &#8220;so what <em>is</em> a social game?&#8221;  Seriously &#8211; if you don&#8217;t know, don&#8217;t drop two grand on a Game Developers Conference pass to find out.  Google it.  Then leave the rest of us who paid good money to hash out the nuances of a market segment we already understand.</p>
</div>
<p><a href="#" onclick="xcollapse('X1010');return false;"><br />
<h2>From Big Studio to Small Indie: Guerilla Tactics from Hello Games</h2>
<p></a><br />
</p>
<div id="X1010" style="display: none; background: transparent;">
This talk was a lesson in how <em>not</em> to present, and is to demonstrative of everything i try to avoid sitting through at a conference.  The Hello Games guys are all very pleasant and cool and good-looking, but they broke the cardinal rule of presenting: they talked about themselves, not me.</p>
<p>Lots of articles have been written on this &#8211; here&#8217;s one from BusinessWeek:</p>
<p><a href="http://www.businessweek.com/smallbiz/content/aug2009/sb2009084_765985.htm">What Matters Most in Any Presentation</a></p>
<p>To sum it up, when you present, you have to make your talk relevant and relatable to your audience.  Developer talks usually don&#8217;t do this &#8211; they just put a successful pretty boy up in front of a mic, and he talks for half an hour on how great he is an how much money he&#8217;s made, and everyone leaves the room wanting to hurt the ones they love.  The Hello Games talk was so ludicrously navel-gazing that one of the slides contained pictures of the team members as children, and we were <em>regaled</em> with descriptions of the first games the team members built on the VIC20 when they were eight.  For serious.</p>
<p>There&#8217;s a word for this kind of presentation: a <em>wank</em>.  i felt like i should have left the room to let Hello Games touch their nipples for a while.  Sure, they had created a great-looking game.  But i&#8217;m not here to see your great-looking game.  i can do that from the comfort of my <em>own</em> home, while touching my <em>own</em> nipples, thank you kindly.  i&#8217;m here to find out how <em>i</em> can create my own great game.  Give me tips, tools, techniques &#8230; tell me about the problems you faced and the solutions you devised to solve them.  Reveal to me some secret technology that will speed up my pipeline.  About the only useful thing these guys mentioned was <a href="http://procrastitracker.com/">Procrastitracker</a>, a tool that monitors how much time you&#8217;re spending on Twitter, reading all of @retrogamer4ever &#8217;s G-D posts.</p>
<p>This session was in stark contrast to the one that Tim Fowers from Gabob gave yesterday at the <a href="http://www.untoldentertainment.com/blog/2010/03/09/flash-gaming-summit-2010/">Flash Gaming Summit</a>, and the talk that Amitt Mahajan from Zynga would give later that afternoon (see below).
</div>
<p><a href="#" onclick="xcollapse('X8881');return false;"><br />
<h2>Postmortem: The Design &#038; Business Behind Fantastic Contraption</h2>
<p></a><br />
</p>
<div id="X8881" style="display: none; background: transparent;">
<p>If you&#8217;re a Flash developer who&#8217;s serious about monetizing your games, you have to know about Colin Northway&#8217;s breakaway success <b>Fantastic Contraption</b>, which pulled in six figures when Colin did the unthinkable: ask people to pay him money for a Flash game.  The rest is Internatz history, but apparently this was news to most of the audience, who seemed to be completely digging Colin&#8217;s presentation.</p>
<p>They dug it for damned good reasons, too.  In order to keep the audience engaged and entertained, Colin had some buddies build a platform game with him as the star.  Digi-Colin would wander through Mario-esque platform levels, past sales charts and traffic graphs, and through visual depictions of his boards being flooded with customers (a pile of people is dumped onto the screen) and hiring a community manager (Colin&#8217;s presenter waves the mouse cursor around &#8211; a character depicting the community manager is on mouse follow, and he shoos away the glut of people).</p>
<p>Whenever attention waned, Colin&#8217;s presenter buddy alt-tabbed over to <b>Fantastic Contraption</b> and played the game.  It was a very technically impressive and solidly awesome presentation &#8211; all of the on-screen visual aids helped me to retain the information Colin shared.  Plus, Colin&#8217;s rocking those enormous mutton chops, which go 50% of the way towards making him an engaging speaker.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_03_10/chops.jpg" alt="Colin Northway"></p>
<p>Fantastic Contraption creator Colin Northway.
</p></div>
<p>i don&#8217;t want to re-hash Colin&#8217;s story here, because there are tons of articles and blogs about it. But here are a few things i did not know:</p>
<ul>
<li>Colin&#8217;s wife did all of the artwork for the game.
<li>Colin&#8217;s wife integrates payment systems for a living, and yet <b>Fantastic Contraption</b> only uses PayPal as its payment provider.
<li>Colin doesn&#8217;t code in the Flash IDE &#8211; he uses txt files and a command-line compiler.  He says he&#8217;s recently switched over to Flash Builder (Flex), which is worlds better.
<li>Colin has sold the game and will not be doing the sequel himself, though he will earn a cut on all derivative works.
<li>The first offer Colin got on the game was $300 for full source code and all rights.
</ul>
</div>
<p><a href="#" onclick="xcollapse('X4541');return false;"><br />
<h2>Standing in Line for a Free Phone</h2>
<p></a><br />
</p>
<div id="X4541" style="display: none; background: transparent;">
You may have read that Google is giving away a free Droid or Nexus One phone to conference attendees who meet a certain set of conditions: buy an all-access pass before a particular date, sign up for one of three specific summits, check an opt-in box on the GDC 10 website, have an uncle named Pat, learn one of four Northern African click languages, bake a souffle &#8230; i followed all of these steps to the letter, and still didn&#8217;t receive the magical email that will make Google release a free Android phone into my loving arms.  So i skipped two sessions in the afternoon to wait in line to get it sorted out &#8230; so that i can skip some sessions tomorrow morning standing in line to actually get the phone.  But hey &#8211; <em>free phone</em>.</p>
<p>i caught the tail end of John Graham&#8217;s talk on using social media tools to drive game hype (Twitter it up, bitches).  My conference buddies summarized the talk by saying that everything was pretty much Marketing 101, but the one innovation was that Wolfire produces some pretty engaging video whenever they want to engage fans with newly-produced game content.</p>
<p>i also caught the tail end of Jim Munroe&#8217;s talk.  Jim is a local Toronto luminary who&#8217;s been very active in pulling together the T-dot&#8217;s vibrant and sexy video games community.  It was neat to see pictures of our <a href="http://handeyesociety.com/">Hand Eye Society</a> events at a GDC presentation.  i think Jim tried to address the &#8220;what&#8217;s in it for me?&#8221; factor by talking about how YOU can make your own Hand Eye Society chapter, or how YOU can build your own arcade cabinet showcasing games made by your local developers.
</div>
<p><a href="#" onclick="xcollapse('X1405');return false;"><br />
<h2>Rapidly Developing Farmville: How We Created and Scaled a #1 Facebook Game in 5 Weeks</h2>
<p> </a><br />
</p>
<div id="X1405" style="display: none; background: transparent;">
<p>This was the presentation to beat, and it made the whole day worth it for me.  It&#8217;s a little scary how tuned-in the Zynga folks are to human psychology &#8211; presenter Amitt Mahajan knew exactly what strings to pull to keep me riveted to his slides.  He actually had a whole slide devoted to &#8220;What&#8217;s in it for me?&#8221;  Smart, smart cookie.  It was clear to me early in his presentation that a lot of the phenomenal success Zynga has enjoyed on Facebook owes a lot to Amitt and his smartypants team.</p>
<p>Throughout his talk, Amitt coughed up a surprising amount of detail, in stark contrast to the tight-lipped &#8220;look it up on the Internet&#8221; showing Zynga had a day earlier at the Flash Gaming Summit.  i took extensive notes &#8211; here are some highlights:</p>
<ul>
<li><b>Farmville</b> was built with a team of 11 core people (6 devs, 2 artists and 3 producer/designers) over 5 weeks.
<li>At launch, the game pulled in 18 thousand users a day
<li>After the first four days, <b>Farmville</b> had 1 million users a day
<li>Today, the game boasts 31 million players a day
<li><b>Farmville</b> is completely configurable through an external xml file.  All of the copy is in an external string table.  Entire features can be turned on and off through an admin panel, and the change is immediately pushed live to all players.
<li>All API calls are written in an abstracted communication layer, so that the game can be decoupled from Facebook and deployed on another social media site with ease
<li>Making calls to the Facebook API is slow, so Zynga caches transactions to speed things up
<li>The whole game functions on the cloud &#8211; the game does not run on a database
<li>All of the visual assets are streamed.
<li>Much of the game&#8217;s back-end architecture runs on free tools
</ul>
<p>Amitt&#8217;s presentation was so smart and so dense that i could burn a whole blog article regurgitating it. The team made so many clever decisions that it&#8217;s hard to begrudge Zynga for pulling in More Money Than Jesus on an hourly basis &#8211; the kind of foresight and planning demonstrated by Amitt and his team deserves millions.  i gave the man straight-5&#8217;s on his evaluation card, and then snail-mailed my toenail clippings to him so that we&#8217;d always be together. </p>
</div>
<p>i&#8217;m hoping there&#8217;s more in it for me during tomorrow&#8217;s Summit day.  Wednesday also culminates in the Canada Games party &#8211; your tax dollars hard at work.  It&#8217;s there that Canadian game devs can get industry folks liquored up and ready to shake on some deals, and/or eat poutine.  i, for one, will be there for the poutine.</p>
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		<title>Flash Gaming Summit 2010</title>
		<link>http://www.untoldentertainment.com/blog/2010/03/09/flash-gaming-summit-2010/</link>
		<comments>http://www.untoldentertainment.com/blog/2010/03/09/flash-gaming-summit-2010/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 09:09:38 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=2277</guid>
		<description><![CDATA[The Flash Gaming Summit, a (now) annual event sponsored by the usual suspects in the Flash gaming world, has come and gone. Scheduled strategically a day before the Game Developers Conference begins, the mini-con fills an auditorium with everyone who&#8217;s anyone in the Flash gaming scene, from solo hobbyist developers to extremely successful yet Satanic [...]]]></description>
			<content:encoded><![CDATA[<p>The Flash Gaming Summit, a (now) annual event sponsored by the usual suspects in the Flash gaming world, has come and gone. Scheduled strategically a day before the Game Developers Conference begins, the mini-con fills an auditorium with everyone who&#8217;s anyone in the Flash gaming scene, from solo hobbyist developers to extremely successful yet Satanic Facebook game developers. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_09_09/zynga.jpg" alt="zynga"></p>
<p>Zynga actually killed this dog, because no one would gift it to any of their Facebook friends.
</p></div>
<p>i spent the past month tweeting rotten poetry to the FGS Twitter account.  The entry fee for the conference wasn&#8217;t very expensive, and the OMDC (Ontario Mosquito Death Camp) is footing the bill for half of our activities in San Francisco this week through the Export Fund.  But if i see a chance to get something for free, whether it&#8217;s a conference pass or a Scientological stress test, i jump at the chance.  And lo and behold, at the eleventh hour, @FGS comped me a pass &#8230; but not before GamerSafe/Flash Game License comped me another one.  i felt like the <em>one</em> girl in grade eight who had breasts &#8230; so much unwarranted attention!  Thanks, everyone.  i was very happy to be there and to meet everyone in person.</p>
<p>If you couldn&#8217;t make it, you missed a pretty solid show.  i almost wish that GDC was one day only, and FGS dragged on for a month or more.  Here&#8217;s a run-down of who i saw and what i learned.</p>
<h2>Bidness</h2>
<p>The show was split into two tracks: business on the upper floor, and creative on the lower floor.  It was the conference equivalent of a mullet.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_09_09/mullet.jpg" alt="mullet"></p>
<p>Flash Gaming Summit: Business on the main floor, party in the basement.
</p></div>
<p>i stayed upstairs the entire time.  Adam did a great job with <b>Canabalt</b>, but i&#8217;d much rather learn how to make <em>myself</em> money than to hear about how he built a walk-in freezer made of money to store all his money, or whatever. </p>
<p>Click on the headings to expand a session that interests you.</p>
<p><a href="#" onclick="xcollapse('X308');return false;"><br />
<h2>Opening Keynote &#8211; Jameson Hsu</h2>
<p> </a><br />
</p>
<div id="X308" style="display: none; background: transparent;">
Jameson&#8217;s a good guy, but a somewhat nervous presenter.  He announced a few new initiatives from his company, MochiMedia: the Mochi Social Platform, and the Mochi GAME Developer Fund.  i have NO IDEA why they capitalized &#8220;game&#8221; &#8230; maybe to differentiate it from their Mochi ACCOUNTING SOFTWARE Developer Fund?  Not sure.  The idea is that Mochi&#8217;s new supreme Chinese overlords, Shanda Games, who recently bought Mochi for $80 million, would put up $10 million to help developers make games.  i didn&#8217;t quite find out what the catch was &#8230; obviously, Mochi wants any games it funds to tie into as many of its own initiatives as possible &#8211; microtransactions, ads, and the new Mochi Social Platform.</p>
<p>The Platform didn&#8217;t really seem like a new or Earth-shattering announcement &#8211; you could see them building up to this at least two years out.  Mochi is creating an easy-to-implement solution where you can leverage social media &#8211; Facebook, MySpace, YourPants, etc &#8211; with a single, simple API.  It&#8217;s nice, but like many of the other services Mochi offers, you can roll your own and have a lot more control, but at a longer development time and greater financial risk.  With Mochi&#8217;s solution, you gain ease of use but forfeit control.</p>
<p>i was pretty happy to see the developer fund, because it was a little tiring to keep hearing Mochi and pals chanting the mantra &#8220;Make multiplayer games!  They rake in a lot more dough!&#8221;  They also <em>cost</em> a big wad more to develop.  Our first foray into a multiplayer game, <b><a href="http://www.interruptingcowtrivia.com">Interrupting Cow Trivia</a></b>, means that my daughters won&#8217;t be able to get braces and will look like snaggle-toothed freaks the rest of their lives.  The game was expensive to build, in other words.  Mochi&#8217;s fund, they say, aims to mitigate the risk of that more expensive development, and i think it&#8217;s a step in the right direction.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_09_09/badTeeth.jpg" alt="bad teeth"></p>
<p>Sorry, sweety &#8211; daddy had to build a multiplayer game.
</p></div>
<p>They&#8217;re still, however, giving away MochiCoins to players, which the players then use to buy virtual items in your microtransaction-enabled games, which is kind of like the government approving citizens to walk out of your shop with a free television or whatever, so Mochi remains on my handle-with-care list.</p>
<p>Mochi&#8217;s Ada Chen said she was afraid to open her mouth around me because she never knew whether i&#8217;d write something negative about the company.  Roll with the punches, Ada!  If you didn&#8217;t have critics, you&#8217;d go mad with power.  i&#8217;m just here to keep you honest.
</p></div>
<p><a href="#" onclick="xcollapse('X10875');return false;"><br />
<h2>4 Keys to a Successful Social Game that All Game Developers Should Know</h2>
<p> </a><br />
</p>
<div id="X10875" style="display: none; background: transparent;">
<p>On the panel:</p>
<ul>
<li>Dan Fiden &#8211; Playfish
<li>David Stewart &#8211; Playdom
<li>Gavin Barrett &#8211; Crowdstar
<li>Mark Skaggs &#8211; Zynga
</ul>
<p>This panel was stacked with Zynga, Playdom, Playfish and Crowdstar, the companies who &#8211; God love em &#8211; have actually turned a buck on Flash &#8230; and a BIG buck at that.  When the same companies spoke at Casual Connect in Seattle last year and dropped the bomb about how much they were raking in on Facebook, i could tell the whole conference was freaking out and trying to figure out how to get some of that action.  i also knew that by then, it was too late &#8211; these guys had sewn it up, a fact that they repeated often throughout this panel.</p>
<p>This panel, and nearly every other at the conference, was plagued with some uniformly terrible moderation.  Moderator Sana Choudary, and every panel moderator at the show, pulled the same rookie error of asking very broad questions, tiptoeing around controversy, and ending on the same ridiculously vague question &#8220;Where do you think the future of _____ is going?&#8221;  Oh <em>maaaaaaan</em> &#8230; if i have to hear that question one more time, i&#8217;m positively going to <em>bite my pillow</em>.</p>
<p>The moderator asked the audience to tweet questions.  The first one i came up with was &#8220;Are you making games or slot machines??&#8221;  Not very original, i know, but i have a hunch i wasn&#8217;t the only one thinking it.  i could only hear these companies talk about the fun, original and interesting <em>games</em> they were making for so long before i really had to give my head a shake.  At least one other person in the peanut gallery had tweeted the same question.  Unfortunately, the moderator censored the questions, and it was as if she&#8217;d been coached to do so &#8211; like when you interview a celebrity and you&#8217;re not allowed to ask about her recent divorce or that thing on her neck.  Zynga was here, and they were rich, and they were only going to deign to visit us from Mount Olympus if we were all on our best behaviour.</p>
<p>The end result was that the questions were vague, the answers were <em>more</em> vague, and at least two of the panelists were ignorant enough to clam up about numbers and say &#8220;it&#8217;s all on the Internet &#8211; go do some research and look it up.&#8221;  No, fellas &#8211; i didn&#8217;t fly from Toronto to California and haiku my way to a free pass to be told to go Google my questions about your companies.  You&#8217;re on the panel for a reason, and i&#8217;m in the audience for the same reason. Me: questions. You: answers. Telling people to &#8220;just Google it&#8221; is ignorant.</p>
<p>The conclusion the panel came to was that yes, you can make lots of money on Facebook &#8230; <em>if you&#8217;re Zynga or Playdom or Playfish or Crowdstar.</em>.  A few other points of interest:</p>
<ul>
<li>Games need to be designed with social hooks from the ground-up. Retrofitting doesn&#8217;t work.
<li>Mark &#8211; if your numbers are going down, it’s time for a sale!
<li>Mark &#8211; &#8220;Zynga collects 5 terabytes of data a day. (Ryan &#8211; holy SH*T!)  Don’t underestimate the data side of this business.&#8217;
<li>Gavin &#8211; &#8220;The support of your community and your interaction with them is the most important thing you can do.&#8221;
<li>Mark &#8211; (answering &#8220;what&#8217;s a minimum bar for success?&#8221;) &#8220;5 million daily active users.&#8221; (Ryan &#8211; DOUBLE holy sh*t!)
</ul>
<p>In conclusion: if you can collect and parse 5 terabytes of data a day, pull in and retain 5 million daily active users, and hook grandmas to your virtual slot machine like they&#8217;ve got a crack habit, you too could be the next Zynga.  It&#8217;s <em>that easy</em>.
</div>
<p><a href="#" onclick="xcollapse('X2157');return false;"><br />
<h2>Money in Flash: Next Gen Monetization of Flash Games</h2>
<p></a><br />
</p>
<div id="X2157" style="display: none; background: transparent;">
<p>On the panel:</p>
<ul>
<li>Chris Hughes &#8211; flashgamelicense.com
<li>Jim Greer &#8211; Kongregate
<li>Justin Wong &#8211; Mochi Media
<li>Vikas Gupta &#8211; Social Gold
</ul>
<p>Initially, i was a bit annoyed during this panel.  The fellas weren&#8217;t talking about some space-aged monetization techniques <em>from the future</em> that i&#8217;d never heard of.  They were talking about microtransactions, mostly &#8211; <em>current gen</em> stuff, not next-gen stuff like the topic promised.  Still, it&#8217;s not fair for me to demand new monetization ideas when i (and many, many others i know) haven&#8217;t even made good on the current techniques.  </p>
<p>Here were a few nuggets from this panel:</p>
<ul>
<li>Jim says Kongregate&#8217;s best multiplayer game is raking in 5x more cash than their best single-player game
<li>Justin reiterated the thing that most successfully drives microtransactions: &#8220;Getting the player to the point of need.&#8221;  That&#8217;s where, for example, the next level is going to SLAUGHTER the player, and he knows it, but hey!  He can buy a bigger gun for two bucks.  It&#8217;s a lot like putting a condom machine in the bathroom of a cougar bar.  The point of need drives more sales.  (That&#8217;s my analogy, not Justin&#8217;s.)
<li>Jim says Kongregate is making about 1/3 of its revenue from virtual goods, and 2/3 from advertising.  He expects that to level out to about 50/50 in the next year.
<li>Jim added that Kongregate makes about half of its ad revenue in the 4th quarter, when its advertisers need to sell video games to people for Christmas
<li>Justin says Mochi makes about 15%-ish of its revenue from virtual goods sales
<li>Echoing the sentiments of the previous panel, the lads emphasized that games need to be built with microtransactions in mind from square one.  Retro-fitting an older game with new microtransactions is not as effective.
<li>Jim says analytics are important, and adds that you should &#8220;watch what [players] do, not what they say.&#8221;  i&#8217;ve heard this before &#8211; believe it or not, the two can be completely different.
<li>Jim says &#8220;The vast vast majority of revenue comes from credit cards and Pay Pal.&#8221; &#8220;$100 at a time is the most common.&#8221;  (Surprising! Higher than i expected.)
<li>Chris and Vikas agreed that once you get a player over the initial hurdle of paying the first time, it&#8217;s much easier to get that player to continue paying.  Chris added &#8220;If you can sell a dollar to a user, you can sell fifty dollars to a user.&#8221;
<li>Vikas offers that the best way to use subscriptions is in conjunction with virtual goods payments.  You offer virtual goods deals or bundles with subscriptions that end up saving the player money.  He says the two are a fantastic combination.
<li>Justin says games that used Facebook Connect saw a 30% jump in gameplays.
</ul>
<p>One of the most interesting insights i got out of this panel came about when one of the guys from Yummy Interactive took the Q&#038;A mic for the first of two somewhat obnoxious self-promoting speeches.  He pointed out that you could also sell games for a flat fee (which conveniently ties into Yummy&#8217;s model of selling a Flash wrapper for downloadables).  What ensued was a tense, almost exasperated exchange that gave me an Aha! moment.</p>
<p>Casual downloadable titles from sites like Big Fish Games started out at $20.  The price has dropped over the year, thanks to market interference by folks like Amazon, to the point where it&#8217;s now at about $7.  Flash games started at zero dollars, and have been struggling to increase.  So you have this race to the bottom in the casual downloadable space, and a race to the top in the Flash games space.  Is the point at which the two segments meet the perfect price to charge for an online video game?  Or will Flash games prove that microtransactions in multiplayer games suck way more money out of people&#8217;s pockets than a $20 price point ever did?</p>
</div>
<p><a href="#" onclick="xcollapse('X5630');return false;"><br />
<h2>Adobe Tools and Services for Flash Games</h2>
<p></a><br />
</p>
<div id="X5630" style="display: none; background: transparent;">
<p>It was more than a little embarrassing that Adobe, the people who <em>make</em> the software that all the conference attendees were meeting and speaking about, had such an inept presentation.  Technically, it was like giving a camcorder to a spider monkey and expecting it to take coherent pictures.  The presenters tried to show off Flash Player 10.1 running on a number of smartphones with a very dim presentation camera, and one monitor cable that they constantly had to pull out of the camera and plug into the laptop when switching between demos and slides.  The demos of games like Bloons on the various handheld devices ran disappointingly slowly.  One of the presenters swallowed her mic or something by the end of the talk, and had to lean into her fellow presenter&#8217;s chest and talk into his lavalier.  Just awful.</p>
<p>The whole time, i felt very bad for them, struggling like they did with bad tech, bad demos and no new information to share, like the release date for Flash CS5.  It was the <em>Flash</em> Gaming Summit, Adobe.  Throw us a frickin&#8217; bone.</p>
<p>One demo that did pique my curiosity showed a Flash game online where the player could log in using Facebook, MySpace or YourPants, and then another player could log into the same game on the iPhone, and the two could play the game on the same network.  This was a demonstration of a new initiative called Adobe Services.  i need to ask them about it at GDC, but i can&#8217;t imagine what they&#8217;d charge for that setup.  My guess is $lots.
</p></div>
<p><a href="#" onclick="xcollapse('X635');return false;"><br />
<h2>The Mochis Award Show, Sponsored by Kongregate</h2>
<p></a><br />
</p>
<div id="X635" style="display: none; background: transparent;">
This was a chance to see the usually serious-faced Jim Greer from Kongregate have fun and lampoon himself a bit, which was nice.  The award winners all look like they deserved their hardware, but i was dismayed to discover i hadn&#8217;t heard of most of the games in the running.  i knew <b>Canabalt</b> <b>Machinarium</b>, and had only heard of <b>Time Fcuk</b> because of a podcast i did with the developer, Edward McMullen.  It underscored the fact that this past year has been non-stop work for me, and that i need to lighten up and start playing more games.  i shouldn&#8217;t be such a Jim Greer all the time.</p>
<p>(i keed, Jim!  i keed!  Don&#8217;t hate.)
</p></div>
<p><a href="#" onclick="xcollapse('X8032');return false;"><br />
<h2>Monetizing Your Game Outside of Sponsorship</h2>
<p></a><br />
</p>
<div id="X8032" style="display: none; background: transparent;">
<p>This panel consisted of:</p>
<ul>
<li>Colin Northway, Fantastic Contraption
<li>Daniel James, Three Rings
<li>Sian Yue Tan, Rocketbirds
<li>William Stallwood, Cipher Prime
</ul>
<p>This was a GREAT panel.  i absolutely loved that it inadvertently pitted three young bucks, whose recent successes had not yet been proven as deliberate business savvy or lucky strikes, against Daniel James, who&#8217;s had a chance to very publicly succeed and fail over the years he&#8217;s helmed Three Rings.</p>
<p>When asked how they chose a price point for their games, the answers were naive:</p>
<p>Colin &#8211; &#8220;Well, <b>World of Goo</b> cost $20, and i figured my game was half as good as <b>World of Goo</b>, so i charged $10.&#8221;</p>
<p>Sian Yue &#8211; &#8220;We looked at $10 and $20, and went with $15 cuz it was about halfway.&#8221;</p>
<p>Adorable.</p>
<p>i could see Daniel biting his tongue, but knowing him, it wasn&#8217;t going to last long.  Finally, he said in his refined British accent &#8220;So &#8230; you guys basically pulled your numbers out of your butts?&#8221;</p>
<p>Soon after, Sian Yue sagely added &#8220;We chose a price and we stuck with it.  Moving your price point around is never a good idea.&#8221;</p>
<p>i could see Daniel facepalm using <em>only his face</em>.  Having been to his monetization roundtables at GDC for the past few years, and knowing how much they monkey with their payment systems and pricing strategies, i knew he was about to assplode.  Finally, he couldn&#8217;t resist speaking up: &#8220;Actually, there&#8217;s a lot of scientific research that proves you <em>should</em> move your price point around.&#8221;</p>
<p>Oh <em>snappeth</em>!  Thou didst <em>not</em>!  </p>
<p>The old dog had schooled the young pup.  Here&#8217;s where Daniel&#8217;s wisdom and experience shone through.  He said it was alright to make that initial guess, but that you should &#8220;be diligent about testing your hypotheses.&#8221;  He went on to explain that his company had spent 5 million dollars on <b>Whirled</b>, only to see a $300k return.  He said they could have done the same learning in far less time with far less money by testing their hypothesis early and often.</p>
<p><center><br />
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<p>i had read Daniel&#8217;s blog where he explained the lesson learned from <b>Whirled</b>.  He said that Three Rings was now testing Facebook games in small doses to see what would take off.  i had no idea what this meant.  Were they building portions of the games?  How could you know if a game would do well if you only built a fraction of it?</p>
<p>He clarified the strategy:  they were putting together highly-target Facebook banner ads for games that didn&#8217;t exist yet.  Each ad would lead to a landing page with a button where the potential player could sign up to be notified about the beta, which may not ever happen.  Daniel said that one of the theoretical games out-performed the others 5 to 1 in terms of interest, so that&#8217;s the one they&#8217;re going to build.</p>
<p>They even did granular testing on THAT game.  They did at least two ads with the same artwork and a different game name.  One name tested better than the other, so that&#8217;s the name they&#8217;re gonna use.</p>
<p><em>Brillant</em>, as any true Brit would say.
</div>
<p><a href="#" onclick="xcollapse('X1983');return false;"><br />
<h2>Everything About Sponsorship &#038; Licensing</h2>
<p></a><br />
</p>
<div id="X1983" style="display: none; background: transparent;">
<p>What a panel!</p>
<ul>
<li>Greg McClanahan, Kongregate
<li>Joel Breton, AddictingGames.com
<li>Lars Jornow, King.com
<li>Robin Yang, Candystand
</ul>
<p>Of all the panels, this was probably both the worst and the most delightful.  Let me explain.</p>
<p>i&#8217;m told that AddictingGames.com were harangued by a developer last year for encouraging the Flash devs in the room to submit their games for free to that portal.  It was really nice to see how, after one year, the tide had turned, thanks in no small part to the effort of Chris Hughes and the Flash Game License team.  FGL clearly became the Great Equalizer in the war between the portals, who want as much content as possible for as little money as possible, and the developers, who deserve to be paid for their work.</p>
<p>You could tell that everyone on the panel, now matter how much they downplayed it, used FGL to find the developers they sponsored.  Robin, the most intolerable panelist, along with Joel, continually made the appeal for developers to forge a relationship with the portals, ostensibly so that devs would skip FGL and continue to deal directly with Candystand.  The advantage, of course, is that Candystand avoids a bidding war on FlashGameLicense.</p>
<p>Greg from Kongregate cottoned on to this real quick and said &#8220;what&#8217;s the advantage to the developer of going to you first?&#8221;  Robin and Joel each tried to spin a yarn about how they know their audience best and can give developers suggestions about how to build their games (uh &#8230; great?), and how they&#8217;ll put all kinds of money and promotion into a sequel if the first game does really well.  With a huge grin, Greg said &#8220;ANYONE  will give the dev all kinds of money and promotion for a sequel to a successful game!&#8221;  He put a fine point on it by saying that devs should go with the highest bidder, period.  Robin&#8217;s angle was so transparent that i could hardly believe her audacity.  The closest parallel that came to mind was when George Bush went on teevee right after the Shock and Awe bombing campaign in Iraq and said &#8220;Now, Iraqis, please stop setting your oil fields on fire.  Those are precious, and they&#8217;re the inheritance of the Iraqi people.&#8221;  </p>
<p>Really, Bush?  You don&#8217;t want the Iraqis to set their fields on fire because it&#8217;s for THEIR own good?  Aren&#8217;t you the least bit interested in maybe having a little bit of that oil for yourself?  Not even the <em>teensiest</em> amount?</p>
<p>It was justice, to see the reps from those two big portals twist and squirm before an audience that, in the course of a year, had begun to turn the tables on them.  The white masters were suddenly <em>so concerned</em> for the welfare of their newly-emancipated slaves.</p>
<p>Ok &#8211; i&#8217;m probably going overboard with these analogies.  The Iraq War?  Slavery?  i&#8217;m a step away from Hitler.</p>
<p>&#8230;.</p>
<p>Oh, what the Hell?  <em>Candystand and AddictingGames are Hitler</em>.  There.  i&#8217;m officially a hack.
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<p><a href="#" onclick="xcollapse('X132');return false;"><br />
<h2>Turbulence Ahead: The Ups and Downs of Getting a Premium Flash Game to Success</h2>
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The last session of the day was a solo flight by Tim Flowers of Gabob LLC, who made six figures on <b>Now Boarding</b>.  i was initially worried that, like many developer talks, Tim&#8217;s would have a very narrow focus with very few take-homes and loads of inapplicable advice, like &#8220;then my auntie died and i got some money, so i was able to fund the next portion of my game.&#8221;</p>
<p>i found myself actually hanging on every word of what Tim said.  His whole plan for his game had been the exact plan i&#8217;d had for <b><a href="http://www.untoldentertainment.com/blog/kahoots-designer-diary">Kahoots</a></b> &#8211; push the game out to casual downloadable portals, who take an 80% cut.  His art style, liberally borrowed from <b>Catch Me If You Can</b>, reminded me of the pop-art style we adopted for <b><a href="http://www.interruptingcowtrivia.com">Interrupting Cow Trivia</a></b>.  i wrote down everything Tim said voraciously, and after asking him a few questions at the mic, returned to my seat and somehow lost my notebook in the process.  He said some absolutely smart things that are now lost to time &#8230; or to the two video cameras that taped the session.  Know this: daddy wants the video tape of Tim&#8217;s session.  i suggest that if it&#8217;s available, you watch it too!
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<h2>NICE TO MEEEET YOOOUUUU!!!!!  (WHAAAAT???)</h2>
<p>All in all, it was a fantastic day, and i didn&#8217;t want it to end &#8230; until the after-party started, and the organizers thought it would be a simply smashing idea to blast incredibly loud club music into everyone&#8217;s ears at a <em>networking event</em>.  i DO NOT understand why companies do that.  After i grew tired of yelling into people&#8217;s faces for hours, i left the party and started writing this postmortem back at my hotel.</p>
<p>GDC starts tomorrow, and i&#8217;ll do my level best to pussy out of Tuesday&#8217;s parties to write more for your enjoyment.</p>
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