
Game over.
Things went much smoother today; I arrived in plenty of time to get a seat in the front row for Clint Hocking’s (Creative Director, Ubisoft Montreal) stellar keynote about the immersion factor in games and how it relates to the different generations. Utilizing prose from Borge, clips from Kubrick’s “Path’s of Glory”, and Terry Gilliam’s soon to be released “Dr. Parnassus”, Clint presented an insightful look at how objective journalism has been corrupted over time to become subjective and how this has become a point-of-reference for dramatic, creative design, from film to games.
It was an outstanding talk.I had audio taped the first hour, but for some unknown reason my tape recorder failed to tape the final summation. Darn. What was so exasperating is that it worked just fine for the next panel discussion. Ah, well- yet another reason to upgrade my gear.
Next, I sat in on the Narrative Design panel discussion in which the panelists, Sande Chen (Writer and Game Designer) and Jeff McGann (Creative Director, Red Storm Entertainment) and moderator Russ Pitts (Editor-in-Chief,
The Escapist) related their experiences of focusing essential elements of games into a cohesive story, the rise of emergent gaming and the limitations of current technology game AI to offer more varied reactions to user input.
Lastly, I attended Richard Rouse’s (Lead Single Player Designer, Kaos Studios/THQ Inc.) keynote address on the origins of game concepts. Sometimes inspired by classic art, sometimes by film and often times by other games, Richard pointed out that the games that truly become paradigm shifts are the ones that are based on real or documentary supported sources and utilize proven design/game engine methods to readily understood play mechanics. Some examples provided were Doom, Half-Life Gears of War and Crackdown.
As mentioned, I have quite a few interviews I have to transcribe and/or digitize and edit before I release my “official” report on the Summit and Expo. Stay tuned!