Showing posts with label Conference. Show all posts
Showing posts with label Conference. Show all posts

Sunday, October 11, 2015

Tailoring for platforms

I've had a few stray thoughts about games over the past week.
Claiming to want to make a AAA Mobile games is stupid.

If we look at budgets and earning, I just don't see a company investing as much to develop an IP on mobile on the same level as GTA V or Destiny, would be hard to get a return an investment as well - would mobile gamers pay console prices? Subscription based payment? Enough spending on microtransactions from whales? I know I wouldn't

Other areas would also lack. Graphics might come closer to claiming the same FPS or polygon counts, but you are still talking about a much smaller screen.

Would areas such as AI, storytelling or multiplayer support offer similar experiences as the big budget titles.

Controls will be different, and I think that trying to emulate a gaming pad on a touch screen is a lazy solution and a drawback on most games.

I think most people will agree that developing for specific platforms gives the best result.

That last thought reminded me of the other game related thought I had this week: facebook games are all the same.

Well, sort of. They come in several categories, all of which have a lot of samey games within them. The one I'm think about in particular is the strategy games: they all have base building, in all of them you have time counters for various resources, and they all have a real time element where you attack other players or NPCs. I guess they are still profitable enough to spew out, but I abandoned such games and have stayed away.

I think this platform could use some fresh new ideas tailored specifically to it.

One last thing - I've started entertaining the idea of getting a master's in game design from a South Korean University. I don't know which ones have good programs, what my chances are or if it will finally land me a job. I do like the fact there is a full ride scholarship including studying the language for a year and that it will give me a chance to revisit the country.

There's more pressure from my parents to just find a job, which is a breeding ground for these wild ideas, time will tell if this will take root.
Casual Connect Tel Aviv is next week, maybe I'll gain new insight there - I'll be volunteering, attending session, networking at parties, and hopefully collect some good swag. :)

Wednesday, August 19, 2015

Plenty of Ammo

2 Weeks since I've been back from Cologne, Germany, after my 4th GDC Eu / Gamescom.
Managed to get a spot as a Conference Associate again, and it was a blast seeing my friends and making new ones. Went on swag runs, took advantage of free food at parties, expanded my network, and yes, even played some games.

Brought a few games with me this year. Bought Orleans for myself and enjoying losing, Tier Auf Tier for my brother/nephew and even got a free game for free - Gremlins inc.
The conferences were a little disappointing. Most GDC sessions didn't seem that interesting, The games I was most excited about had exclusive videos rather than hands-on gameplay, and I didn't have my friend Alex to get me inside places.
I know I'm going to have a lot of inspiration and ideas from what I did experience, so maybe this blog will see the frequency of posts go up.

Having gained some insight on what makes League of Legends such an exciting e-sport, the first thing that comes to my mind is the lack of turn based entries for professional gaming.

The idea I'm currently mulling over is an arcade flight sim, with timed turns that play simultaneously, with challenges coming from choosing an aircraft and weapons to suit the play style, then carefully maneuvering the aircraft into the correct position, and predicting where the enemy might end up during his turn,
Who knows if something like that would be appealing enough to be as popular as Star Craft or LOL, even if I do make it, but that's the way it goes.  

Saturday, November 8, 2014

Post-KGC Thoughts

The theme of this year's KGC was "Hello World Beyond Korea," and many of the talks that were either in English or simultaneously translated had been about localization, and a lot of that had been about art styles.
One of the keynote speeches was about the Oculus and how much potential it has for exposure when compared with the flooded PC and mobile markets.
I also sat through a session talking about the production of Tearaway, a game with a very fresh papercraft art style, developed by Media Molecule, the guys who made Little Big Planet, another game with an unusual crafted look to it.

All these elements came together for me in the form of an idea of a Super Sentai game for the Oculus rift, putting the player in command of a sword wielding mega robot, trying to defend a city from giant monsters.
I think that taking the cheesy route isn't something that we see a lot and could have a lot of international appeal. Monsters would look a suit built around a person with a central theme, buildings looking like models with camera angles to make them look larger, colorful and nonsensical explosions all the time, and more.
While most of the Movies and TV shows that inspired this - the Super Sentai / Power Rangers series, Ultraman, Godzilla, Voltron, use cool themes for their monsters such as animals and vehicles, I'm trying to think of weird ideas to make my game more unique - such as a mutated chair. ;)

I'm also giving some thought to the control scheme - I don't really see myself strapped into an omnitread  to walk around a virtual world, so they should revolve around a game pad. I've been thinking of giving it "loose" controls, like you find in Octodad or Surgeon Simulator.
I think it fits the Power Rangers theme, in which a group of teenagers jump into a giant robot and somehow they all coordinate their attacks together via gesture.

Wednesday, September 4, 2013

Back From A Week in Germany

Found myself in Cologne once again, a volunteer at GDC Europe 2013 with a trade visitor pass to Gamescom which  I made full use of.

Some things were different this year, like my stay at a hostel or the fact that I had no shifts on Wednesday. Other things were similar, like the foot and back pain and the lack of meals.

Parties were better this year, in general, both from the networking aspect and from the free drinks / swag / comfort in room aspects. GDCE sessions a bit more boring than last year, and I had fallen asleep in practically each one I attended, the only exception being one of the sessions I was scanning for (a familiar role from GDC Online,) not that it was super interesting, it was more because I had been working and later had to sit on the floor.
Met some friends from last year, made a few new ones from the volunteers.
Grabbed more freebies than last year, regretting I hadn't brought a bigger bag and being forced to leave stuff behind.
Only scored a couple of VIP passes, one for Square Enix the other for Bethesda (given to my by a fellow volunteer who didn't have the time to use it) and didn't get to fully use them. Wasn't all that interested in checking all Squenix had to offer (I think RPG demos don't work well in a trade show environment, they require a slow build up and can be text heavy, being in German certainly doesn't help.)
Experienced the Oculus Rift, playing a demo of CCP's Valkyrie, played Forza 5 on the XBOX One, but didn't think the long lines for the PS4 were worth it. That'll have to wait for next year which I'm already planning for and thinking of improving. I'll probably spend Wednesday at the entertainment area if possible.

Still in the process of following up on all the leads I gathered. I had 25 business cards to work with, I thought I needed to save them for solid leads, ended up coming back home with a few, so there's some fear I may have missed some chances, but there's no helping it now.

Back in my daily grind of not knowing when I work my minimum wage shifts, falling even further behind in my app development class, and wondering if I'll finally give in and sign up as a freelancer.
On the positive side, it didn't seem that long ago that I thought it was going to be a long time before I get another holiday yet here we are celebrating the Jewish new year, and I've been back to board game night. Played 3 new games this week, and enjoyed them all: Summoner Wars, Battlestar Galactica (won as a Cylon sleeper agent,) and Courtier (won my second game.)

As far as game design ideas that sprung from these shows, there is nothing defined: just thinking how bad game pads are for finer control in FPSs, and how one might come up with truly innovative gameplay.

Friday, May 17, 2013

GDC Fever

The GDC Europe volunteer application form has come up a week ago, and there is a lot of action going on the facebook group for past volunteers. Everyone is excited about this year's event, anxious whether they will be picked, worried about sleeping and transportation arrangement, and anything else that needs to be taken care of.

As I wait for a response for my own application, hoping to hear a yes, wondering what I'll find this year in Cologne, Germany, I also think of my past experiences, and I thought I would share.

GDC Online 2011 in Austin, Texas, was my first GDC and I was delighted to have been chosen as a volunteer.
Small when compared to GDC and focusing on online, mobile and handheld, it nonetheless presented ample opportunities to gain new insight, network, and collect the all important swag.
GDC Online had the best parties in my opinion, with free food, open bars, more swag and enough room for everyone.

I wasn't able to enter as a volunteer at GDC 2012, but had plenty to do with my expo pass.
This show was huge: The career fair alone was about the size of GDC Online's expo, and I visited most of the booths with my business cards, portfolio and resumes. I went to the main expo floor and collected swag, spent some time in the Play area before the press got in, talked with the conference associates I met before or followed on social media, sat through the breaking in sessions and showed up at some parties.

GDC Europe 2012 was another conference I managed to get into as a volunteer. Similar in size to Online as far as sessions go, it had a tiny expo, although it was through here that I got my first art test.
My fellow volunteers at this show were more diverse than in Online, which I enjoyed (where else can a German, Swedish, Dutch, Briton, Greek, Turkish, American, Australian and Israel hang out in a bar and talk about video games?)
Lunch at the convention center was a definite bonus, although the parties weren't quite as good as the American counterparts, held in expensive places with insufficient space.
The best part about this show may actually be Gamescom - the computer game trade show which follows. While the main halls were open to the general public, volunteering at GDC gave me access to the business area, where I collected even more swag, got VIP passes to cut through lines which could reach 3 hours long for a hot game like Assassin's Creed 3, and made even more contacts. At the main halls I checked out some of the hottest new games (and a few duds,) took photos and yes, collected swag.

Can't wait to do it again, and with enough luggage space to take all my swag home.