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Handicapping the 2010 Game Developers Conference

While it lacks the bombast and sheer size of major technology trade shows such as CES and the Electronic Entertainment Expo, the annual Game Developers Conference has quietly become one of the most important events on gaming's calendar.

This relatively small conference, held in San Francisco, is where game designers and programmers, as well as publishers, developers, and the third-party technology companies they work with, come together for panels, classes, and keynotes. As the show has traditionally been (until a few years ago) largely under the press radar, you're just as likely to rub elbows with actual game … Read more

Intel: Our graphics silicon is gaining in gaming

Any gamer worth his or her salt is quick to decry gaming on Intel graphics silicon. But wait. The platform is taking off, according to Intel.

"So you want to know what's so compelling about making sure your game runs on Intel integrated graphics?" Aaron Davies, a senior marketing manager in the Intel Visual Computing Software Development group, asked in a video on the Intel Software Network Web page. "Here's your answer: Mercury Research showed that in 2008, for the first time, integrated graphics chipsets outsold discrete (graphics chips), and in 2013, we expect to … Read more

Digital City No. 25: Game Developer's Conference, Netflix's Blu-ray surcharge, and VIA's new Netbook CPU

In Episode 24 of the Digital City, we discuss what happened at the recent Game Developer's Conference, the jump in Netflix's Blu-ray surcharge, and how VIA plans to take on the Intel Atom with its Nano CPU for Netbooks.

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First impressions: Dragon Age: Origins

One of the more interesting games we saw at the recent Game Developer's Conference was a large-scale RPG called Dragon Age: Origins, combining well-trod sword-and-sorcery clichés with an inventively twisting plot and an advanced branching dialog engine (where the main character often affects the story by deciding what to say to other characters).

If all that sounds too "hardcore gamer" for you, that's a shame, although understandable considering the dangerously nerdy Dungeons & Dragons vibe of the game's marketing pitch to date.

Despite the elves, dwarves, and renaissance faire outcasts that populate the … Read more

Atari 2600 still schooling game designers

SAN FRANCISCO--If you draw a straight line representing the evolution of video games from the Atari 2600 to the Nintendo Wii, one thing is clear: if you don't know your past, you can't know your future.

That was the central lesson of Georgia Tech professor Ian Bogost's Friday talk at the Game Developers Conference here, "Learning from the Atari 2600." Essentially, Bogost argued, it's not always necessary to reinvent the wheel; sometimes, instead of being discarded as so much arcane, the discoveries of the past are best adapted for the future.

Bogost and MIT assistant professor Nick Monfort recently published Racing the Beam, a book about the iconic Atari VCS, popularly known as the 2600. So Bogost's talk Friday was clearly drawn from the research for that project. And while his fondness for the 1970s-era video game console was evident, the point he was really trying to make was that the seeds of successful games--especially those enjoyed by large groups of diverse people--have very little to do with the latest and greatest technology and much more to do with mechanics that make for enjoyable shared experiences.

For Atari co-founder Nolan Bushnell, a former carnival barker, the bloodlines that led to the 2600 were three things, Bogost argued: the fun-for-the-whole-family excitement of a midway, the shared competition of a game of darts played in a tavern, and the gather-around-the-TV sense of family time afforded by the den. At the same time, Bushnell wanted to repeat the success he'd had with coin-op arcade games like "Pong," but for the home.

What he was after was what Nintendo has also tried to build into its Wii: a feeling that people can have fun doing something together. That's why going to the movies is so much fun, or going out with friends to a bar: because it's something people can do together, in a social space, whether they're competing or not.

And it's about context, Bogost said. You can drink at home, but it's not as fun as doing it in a bar. Or you play pool in your house, but it's not the same thing as doing it with friends at the local tavern. And while no video game system can replicate being out in public, the right mix of game mechanics and tools can allow people to feel like they're in the middle of a social scene, even if they're in their living room.

"That's why Wii Bowling is the best game in the Wii Sports collection," Bogost said. "It really re-creates the experience and context" of real bowling.

"So what we see, I think in the (2600)," Bogost said, "is the adaptation of familiar subjects for familiar spaces."

He talked about the successes and failures of some of the games designed for the 2600, explaining that, for example, the original 2600 Pac-Man game didn't work because its designers didn't do a good job of adapting many of the atmospheric elements of the original arcade version. For example, it was missing the familiar music, as well as the animation of Pac-Man chomping and turning as he made his way around the maze. … Read more

Conquer the world or conquer the universe: iPhone apps of the week

The Game Developers Conference (GDC) was in San Francisco's Moscone Center this week, and I got a chance to walk the show floor in search of new iPhone games and sample gaming technologies on the horizon for other platforms. As I walked the floor, I was lucky enough to be able to talk to a couple of iPhone game developers, including the guys from Subatomic Studios, developers of Field Runners ($2.99), as well as Phil Hassey who created Galcon, one of the games I mention below.

It's exciting to see the iPhone and iPod Touch on display … Read more

Week in review: Games a-go-go

These days, everyone's a gamer. If not a traditionalist firing away at bad guys through a high-end video game console and large TV, he or she might just be in an ongoing Scrabble duel with a Facebook friend or hooked on an addictive iPhone game like ReMovem.

Nowhere was this notion of the mainstreaming of gaming more pronounced than at this week's Game Developers Conference, the massive gathering of which some consider all the more critical to the industry this year, given market forces. Sure, the video game industry is growing and some say it's even recession-resistant, … Read more

Friday Poll: Most honest response to OnLive?

This week at GDC 09, we learned about OnLive, a new "cloud"-based on-demand video game and entertainment service. It promises high-quality streaming of first-run major publisher games to many Macs and PCs, and it could threaten the traditional console model for gamers that Nintendo, Sony, and Microsoft have built their game businesses around.

The companies have definitely taken notice, but what are they saying behind closed doors? Which of these responses would you most like to hear from the gaming behemoths?

Scenes from GDC 2009

While it may not have the same mainstream cachet as the Consumer Electronics Show or the Electronic Entertainment Expo, the annual Game Developers Conference, also known as GDC, is always one of the most interesting places to gauge the health of the video game industry.

So far, the games biz has managed to create the impression that it is largely recession-proof, free (for the most part) from the layoffs and closures that have affected so many other industries. But video games may be a textbook trailing indicator, buoyed by popular low-cost hardware such as the Nintendo Wii and DS, and … Read more

Lessons to glean from social gaming

SAN FRANCISCO--While Nintendo's Wii continues to outpace expectations and certain games are making fortunes for their publishers, a strong argument can be made that the hottest segment of the video games industry is one that is still in its infancy: social games.

These titles, which are popping up by the bushelful on platforms like Facebook and MySpace, as well as on Apple's iPhone, are garnering user numbers that would previously have been thought impossible. And in a deep recession, when even the strongest console manufacturers and biggest game publishers are being forced to shut down projects and lay off workers, people have no choice but to sit up and take notice.

At the Game Developers Conference on Thursday, Kristian Segerstrale, the CEO and co-founder of PlayFish, one of the most successful publishers of social games, upped the ante, stating his case for how the mainstream video games industry can learn from his side of the business.

In his talk, "Five lessons from social games that matter to the rest of the games industry," Segerstrale argued that while the nature of the social games business differs significantly from that followed for many years by the more traditional, retail-oriented publishers, times are changing, customers' behaviors and expectations are shifting rapidly, and the winning model may well be the new one.

PlayFish's roster of games, including the mega-hit Who Has the Biggest Brain is illustrative of the popularity games can achieve on services like Facebook. Segerstrale said PlayFish has had 60 million players, averages about 25 million monthly users and 5 million daily players, and currently has 5 of the 10 most popular applications on Facebook. And by itself, Who Has the Biggest Brain has been played a total of 500 million times by 15 million people, he said.

With numbers like that, it's clear why Segerstrale feels he has some lessons to teach the rest of the games industry. And while the traditional retail games model has been relatively unchanged for decades and remains strong today, he said he sees signs that the Electronic Arts, Activisions, and Take-Twos of the world, not to mention the countless other game developers and publishers out there, may need to rethink their methodology.

One harbinger of that need for change is evident even within the traditional games business itself, he pointed out. He said that Nintendo established the Wii as a sleeper hit by exploiting a wide range of people's desire to be social with friends and family. And he explained that Nintendo itself is well aware of this, as evinced by ads for the Wii that show groups of friends playing gleefully. Yet the real estate in the ads devoted to showing the games themselves is minimal; it's the image of the social activity that sells the Wii.

"This is about you and your real-world relationships," Segerstrale said, "which is ultimately much more important than anything that happens between you and your screen...That's why you're playing. You're playing together, not because you're trying to beat the boss in level 10." … Read more