Dispatches from GDC 2024 Day 1
Oh boy! Baby's first GDC! A short hike through beautiful San Francisco and I'm there, one of the greatest gatherings of designers, developers, engineers, and business experts in the games industry this side of the Pacific Ocean. I'm among my people, the next chapter of my professional life is about to begin.
Wait, no. This is still Yerba Buena Gardens and market center. I go out to the sky bridge and look out to my right, I can see the banners on the posts and people moving but where's ...?
That's Moscone* Center, in the opposite direction I was looking. It's a huge building, and that's just the South Hall. After collecting my badge (thank you to Valencia, who was working the booth) I am compelled to wander. I arrived too late in the morning to attend the 9:30AM sessions, I'm stuck in conference limbo until I can figure out where I want to be and when I want to be there. This must be why people plan their schedules out ahead of time.
Fast forward to 2:40PM and I'm finally attending my first session of my first GDC, "The Strange Within The Familiar How Once Human Designed Its Supernatural Open World" w/ presenter Peng "Victoria" Sun, here on behalf of Netease Games and Starry Studio. Once Human is an open world shooter, they're planning for a Q3 2024 release. Seems kind of strange to have a presentation on a game that doesn't have a release date yet, but hey: what do I know? Peng Sun's thesis is combining a mundane object with a supernatural quality is a good formula for producing content. Once Human originally had zombies as an entry level critter for players to take shots at, which Peng concedes is underwhelming. But give that zombie a theater spotlight for a head and suddenly we have the watcher. The monsters are really lovely, there's an undead plane that flaps its wings like a bird, there's a haunted bus that walks on big, ghoulish arms. I can't help but feel like this was an extended advertisement for the game, but who can blame them. Everybody's gotta make a buck.
Okay next talk, "Digital Thriving in a Post-Pandemic World: A Pro-Social Blueprint"; moderator Matt Lee, panelists Charly Harbord, PhD; Elizabeth Kilmer, PhD; Tim Nixon, not a PhD but I don't hold that against you Tim; Attila Szantner, who I'm pretty sure has a doctorate; and Kimberly Voll, who is also a Dr.. I wonder if they offer college credit for attending this session. Digital thriving is an important idea, facilitating virtual spaces where people can be their full, authentic selves. Dr. Kilmer points out this perspective on games as virtual habitats is great because instead of a bare minimum (well no one got death threats on our server this week so I call that a win!) it's a most positive outcome approach** to developing social games. What if we designed worlds that could help people be there best selves?
It's a great panel of very smart people, but eventually time is up. After an hour of talking about ways to make your game space a welcoming environment for everyone it's time for the post-talk off site. And what better social space than Tequila Mockingbird, a local bar.
I walk out of South Hall for the last time that day, torn between whether to go get drunk with GDC or head back to the hotel. The sun is going down, it's getting chilly, and I didn't pack a jacket. I do a web search for "flip a coin" and let google tell whether I should "Heads" back to the hotel or listen to more "Tails" at a tequila bar. The website tells me it's heads, so I start making the trek homeward. I don't really want to be out after dark.
Footnotes (feetnotes? anyway)
1 The "e" at the end is phonetic, you say it aloud
2 "Most positive outcome approach" is my phrasing, not Dr. Kilmer's. I think she put it much more eloquently.