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In the Penalty Box: Post-GDC San Francisco

Thanks to all blog participants and readers who chimed in to The Puck Stops Here! and contributed to the fun and informative discussions. Stay tuned as we move the blog to Vancouver in the lead-up to GDC Canada in May. In the meantime, we invite you to post about your GDC San Francisco experience below!

Monday, March 30, 2009

Post-GDC San Francisco


So now you're back in freezing Canada after attending GDC in beautiful San Francisco. How did it go? Do you have any "success stories"? Anything that surprised you about this year's conference? Recommendations for how things could be done differently next year? Blog about your experience via the comments section below!

Thursday, March 26, 2009

GDC

Guitar Hero World Tour...the guy on the drums was pretty good. The second pic is of OptiTrack a hip and upcoming company that manipulates people motion and interfaces it with games.


<a href ="http://maps.BlackBerry.com?lat=37.78381&lon=-122.40221&z=2&label=Guitar+Hero+World+Tour...the+guy+on+the+drums+was+pretty+good.+++The+second+pic+is+of+OptiTrack+a+hip+and+upcomig+company+that+manipulates+people+motion+and+interfaces+it+with+games."> Blackberry Map </a>

<a href = "http://maps.google.ca/maps?q=Guitar+Hero+World+Tour...the+guy+on+the+drums+was+pretty+good.+++The+second+pic+is+of+OptiTrack+a+hip+and+upcomig+company+that+manipulates+people+motion+and+interfaces+it+with+games.@37.78381%2C-122.40221"> Google Map </a>

Location Retrieved at: 2009-03-25 13:26:28

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GDC

I am standing at the Nintendo's booth. The two people in this picture are trying out the soon to be released EXCITE BOTS. Very cool Wii game. I think I will give it a try!!


<a href ="http://maps.BlackBerry.com?lat=37.78381&lon=-122.40221&z=2&label=I+am+standing+at+the+Nintendo%27s+booth.+The+two+people+in+this+picture+are+trying+out+the+soon+to+be+released+EXCITE+BOTS.+Very+cool+Wii+game.+I+think+I+will+give+it+a+try%21%21"> Blackberry Map </a>

<a href = "http://maps.google.ca/maps?q=I+am+standing+at+the+Nintendo%27s+booth.+The+two+people+in+this+picture+are+trying+out+the+soon+to+be+released+EXCITE+BOTS.+Very+cool+Wii+game.+I+think+I+will+give+it+a+try%21%21@37.78381%2C-122.40221"> Google Map </a>

Location Retrieved at: 2009-03-25 13:26:28

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GDC. Day 2

Day 2 at GDC very cool technology coming out of this event. N Gage has come out with some games for the high end phones. Worth stopping by the booth.


<a href ="http://maps.BlackBerry.com?lat=37.78381&lon=-122.40221&z=2&label=Day+2+at+GDC+very+cool+technology+coming+out+of+this+event.+N+Gage+has+come+out+with+some+games+for+the+high+end+phones.+Worth+stopping+by+the+booth."> Blackberry Map </a>

<a href = "http://maps.google.ca/maps?q=Day+2+at+GDC+very+cool+technology+coming+out+of+this+event.+N+Gage+has+come+out+with+some+games+for+the+high+end+phones.+Worth+stopping+by+the+booth.@37.78381%2C-122.40221"> Google Map </a>

Location Retrieved at: 2009-03-25 13:26:28

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Wednesday, March 25, 2009

GDC

GDC 2009 Canadian Booth. There is a very cool home theatre and gaming car racing game. The company that produces this game is D-Box.

The audio is the VP sales from Southpaw from Canada. They project manage digital content - very cool. www.southpawtech.com


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Monday, March 23, 2009

New study from ESAC to be released Wednesday

Next Wednesday, March 25, the Entertainment Software Association of Canada (ESAC) will be releasing it's new national study of the Canadian video game industry and hosting a small gathering to review a few of the highlights. We would like to invite you all to attend, so if you can squeeze it in to your busy schedule, we'd love to see you!

Please find the details below:
-----

The Entertainment Software Association of Canada (ESAC) invites you to join us for the launch of:

"Canada's Entertainment Software Industry: The Opportunities and Challenges of a Growing Industry"

This first of its kind national study of the Canadian industry is based on original research, interviews and surveys of Canada's industry leaders.

Some of the interesting facts and figures the study highlights include:

* $1.7 billion in direct economic activity
* 247 companies within the entertainment software industry in Canada
* 14,000 Canadians directly employed
* Current and projected growth rates
* Industry concentration
* The impact of government policy and support on the continued growth of the industry

Please join us on March 25th at 5:30pm in the Canada Lounge @ GDC (Booth 5120 NH) for a brief presentation.

We hope to see you there!

Blog about your GDC Experience with Vayyoo's vPost!


GDC has finally arrived, and all week we will be making our blog available for you to post about your conference experience directly via your Blackberry using Vayyoo's vPost. All blog participants and Canadian companies should have received instructions by e-mail to download a free trial of vPost. Good luck @ GDC, and we look forward to reading about your experiences!

Thursday, March 19, 2009

Wednesday, March 18, 2009

THE PITCH

Our inaugural blogger Scarberia returns to The Puck Stops Here! to share key points on making an effective pitch at GDC. Scarberia has been an executive in and around the games business for almost 20 years, both in publishing and product development. "The reason for the pen-name is to protect plausible deniability in case I piss anyone too important off, since I still rely on them for deals, good gossip and expensive dinners...."


With GDC coming up, some of us are still trying to lock down our meeting schedules, reading about which sessions to attend, or working the phones to scam the best party invites. But more than a few of us are likely in crunch right now, trying to get a pitch build together. For these unfortunates, GDC means both hope and dread. As the economy keeps heading down the seemingly endless Sonic slides (the one’s with the loops and the long, slightly sickening flying jumps), you may have to be in possession of quite a large pair of audacities to still have much hope left.

And yet, the games business clearly isn’t going away. In fact, some numbers still show it growing. This might allow a lucky few developers to join a very small club, along with foreclosure attorneys and 99 cent stores, where there’s still a chance to turn things around in 2009. And GDC might indeed be the place to make it happen. That is, if you’ve got the right pitch.

Over the years, I have done my share of pitching; but more frequently, I have had the opportunity and misfortune to be on the other side of countless pitches. As a result, I was asked to write down some recommendations. Many of these will sound like homilies, or common sense platitudes, but if you haven’t had the experience of sitting on the receiving end of four long days of GDC developer pitches, then read this as either valuable insight, or the vengeful mumblings of a spiteful crank.

Know to whom you’re pitching:

It is impossible to exaggerate how little research developers generally do on the publishers (and their representatives) they’re pitching. For your own sake, do some homework before going to that meeting. A rule of thumb should be a minimum of twice as much research time as the meeting will likely take (one hour of research for a 30 minute slot). But in reality, you should be spending at least a day per meeting combing through the publisher’s latest products, strategy statements, quarterly conference calls, upcoming product buzz, etc. If you are asking for money, regardless of the amount, have some understanding for the strategy and issues facing that business before extending your open hand. There’s so much information on the net now that there is no longer an excuse for lack of preparation. And if you have an inside source at the target company, do not hesitate to find out the latest discussions, decisions or just general tone that’s going on over there. This is particularly important now, since last year’s strategy will not be a good predictor for what’s going on today.

Know thyself

Don’t assume you’re a good presenter, or the best representative of your company, or the only person who knows the product you’re pitching. Just because you’re president, or the producer, or the creative genius, doesn’t make you a good presenter. You wouldn’t have a junior artist lead the programming team just because they once took a course in Basic. Have respect for the fact that selling well is a rare combination of talent and skill. If selling does not come naturally to you, it doesn’t make you a lesser human being. Thoroughly check your ego before going to these meetings. Let the person who can present with the most authentic, well-spoken enthusiasm take the lead. This is good for your product, for your company and for the people having to listen. To whit:

Don’t be boring

You likely believe, and should, that your product is endlessly fascinating. But remember, no one outside the team is as interested in what you’re doing as you are. Many game pitches combine the same level of duration and self-indulgence to that of a slide show of someone else’s family reunion.

Try out your presentation first on outsiders who don’t have a stake in loving you. If they comment that the content or the personalities allow things to lag for any more than one to two minutes at a time, then tighten it up and/or get someone else to talk. This is not about hyperventilated speaking styles or bombastic visuals. It’s about being informative, engaging, polite and professional. Even if the publisher doesn’t like your product, you will have passed on a good memory. You never know when that may pay off.


The Demo

Take care of all technical problems before the meeting starts. Every Business Development person has barroom tales of how a team couldn’t get their demo to work. Watching people fiddle with monitors, cables and settings is both dull and insulting. Admittedly, we’ve all been there when things have gone technically wrong, which is why the person who can fix these things should never be the person presenting or driving the demo. In fact, the best number of people to bring to a meeting is usually three: the talker, the driver and the tech. The talker should be engaging the listener(s) right from beginning to end, filling in gaps with interesting information or answering questions while the demo is booting up, or getting fixed or just seeming to drag during the presentation. The driver should be focused solely on the visuals, showing game play or level variety or something that reinforces the talker’s points. He should not under any circumstance be trying to beat the level to show off his macho skill (this inexplicably happens ALL the time). And really, we all know that games sound good these days, so do not crank the volume just because you’re proud of the mix that just got in the build the night before. Keep the listeners engaged with what they’re seeing and what you’re saying, not pinned against the wall trying to evade the decibels.

The PowerPoint

There are two types of PowerPoint presentations: those that you speak to, and those that you leave behind to be passed around. During pitch meetings, you should be focused on the former, which should contain only key bullet points and as little text as possible. All of the embellishments to these points should be spoken, not written. There is nothing more turgid that having to listen to someone reading word-for-word what’s on their screen

Allow the viewer to burn an image in their minds of only the most important bits, while also keeping them engaged in a conversation with you. And if you can, have a second presentation as a leave-behind that includes the written details. But even in that doc, try to keep it brief. It will be passed around and read if it’s informative, entertaining and visually thought through. Big, fat decks are correctly looked upon with horror as indulgent, wasteful and unreadable by nearly everyone back at the publisher.

In Conclusion

The clichéd advice about any kind of speech or presentation is: First, be yourself. But unless you have gotten objective reactions to your speaking abilities, don’t believe it. Nearly everyone speaks too much or too little. To prove the point, just watch most politicians who actually speak for a living. But you don’t have to be perfect either. If you honestly go into a pitch wanting to entertain and inform your audience about your product in the best way possible for them, then that authenticity will allow you to adjust with whatever winds up happening. Some may prefer just to sit back and listen to you. Others may derail your pitch plan altogether to get to their agenda. So what? The goal is not the presentation itself, but the transference of your excitement and dreams about your game to someone who can help bring it to market. If you’ve done that, then everyone wins.

Tuesday, March 17, 2009

Some Quick Non-Obvious Tips for GDC


The Game Developers Conference is a big crazy event! There are so many people and so much going on, you really need to prepare in order to maximize your investment in attending.
You can likely google up plenty of articles and guides for GDC, or even conferences in general, so I thought I’d share some non-obvious tips.

1 – Wear comfortable shoes: You are going to be walking a lot. A lot. Don’t worry so much about being stylish, focus more so on survival! While flip-flops may not be appropriate for meetings, do balance looking nice with being able to locomote.

2- Biz cards, not biz plans: During casual networking and other social encounters, don’t overwhelm people with your business plan and/or game demo. Most folks just want to chat, meet interesting people and have a drink to unwind. Also, most folks are totally NOT in a position or mode to accept pitches, etc. So, instead, focus on making connections, swapping biz cards, and just generally build up your professional network. The pitch can come later, when your new buddy introduces you to his biz dev friend at a publisher.

3- Party!: Go to parties and social functions. Not to get drunk and dance like a maniac, but because it is the most efficient way to meet new people and make connections. That said, don’t kill yourself to get into the “cool” parties. If you don’t have an invite, just move on. There’s over 15,000 people at GDC, the vast majority of them do not get invited…

4- No Swag: Don’t waste your time chasing down free t-shirts and other giveaways. Sure, if someone just hands it to you as you walk past, take it! But, in most cases, you have to stand in line, or complete some kind of quiz, etc. Is a $10 t-shirt really worth your precious at-GDC time?
5- Divide and conquer: If you are attending with your co-workers, don’t stick together like a big Katamari blob! Split up and spread out to gain more coverage. This is true at parties, or during lunch breaks (i.e., sit a different tables), and choosing which sessions to attend, etc. You all know each other already.

6- Do some learning: There’s a ton of awesome sessions at GDC. Content you wouldn’t get anywhere else. Take the time to review the program and pick a few choice sessions, even if it means you have to black out that time for meetings. A well picked session could provide that aha! moment you’ve been needing. This doesn’t mean you just pop into the big name keynotes… Really take the time to review the program for stuff that is specific to your current needs.
Most importantly, have fun!

Monday, March 16, 2009

A Heads-Up from Scott!

Note: Today's featured post comes from veteran blogger Scott Warner, who returns to us to share an important update about what's going on at the U.S. Federal Communications Commission, and what Canadian companies should be looking out for...

Buried in the FCC's 22 page Notice of Inquiry on implementation of the Child Safe View Act of 2007 last week, is the following very scary paragraph:

"11. Finally, we invite comment on whether we should examine blocking technology for video game players and/or video games. Video game players are not included among the devices specifically identified in Section 2(b)(2), and video games are not mentioned in the Senate Report and were not discussed in the Senate hearing on the Act.22 However, in light of the popularity of video games among children and concerns expressed regarding their content,23 we seek comment on whether we should examine methods of controlling access to video games in this proceeding.

22 We note that a bill currently being considered by the House Committee on Energy and Commerce would require warning labels on video games containing violent content. See http://www.thomas.gov/cgibin/query/z?c111:H.R.231.

23 Fifty percent of households with children ages 0 to 6 have a video game console, and 83 percent of households with children 8 to 18 have a video game console. See Roberts and Foehr, Trends in Media Use, supra n. 7."

Where is this headed? Who knows, but it could be the tip of the iceberg. Think, game producers having to label games for content similar to TV and hardware manufactures having to install content blocking technology similar to the "V Chip" . For more information on how the FCC has regulated both television content and TV manufacturers, visit http://www.fcc.gov/vchip/.

For more information contact Scott (sgwarner@gsblaw.com) or James Dunstan (jdunstan@gsblaw.com). See you guys at GDC!!

Friday, March 13, 2009

Effective Media Relations During An Economic Crisis


How well is your company making use of today's marketing opportunities being offered through journalists and press outlets? Does your company excel at 'getting the word out' or does it wait for the press to come knocking on the front door? What messages are you sending to your buying public - or to those who may wish to enter the talent pipeline in a few years?

Almost one year ago, I launched my small news site whose purpose was (and still is) to publicize all of the innovative digital media, peripheral and software products which are developed in Canada. In part, I launched this site because Canadian digital media news seemed very hard to come by on the larger, international news sites, and I envisioned a site which would create a focal news point for Canadian digital media companies. Since launching the site, I have found that tracking down Canadian news to share with the rest of the internet world is often like searching for Bigfoot in the BC Interior.

Why are we so hesitant to shout our news to the world? The nature of our industry is very social - many of us know each other, and as we all enjoy attending events, we are a networking-savvy and educated group. Many in our industry enjoy sharing news and knowledge as speakers at seminars and expos. We just don't seem to like telling the rest of the world about all of the great things that are going on in Canada, and in this, I believe we are doing ourselves and our industry a disservice - especially in the face of current economic challenges.

People around the world are interested in what we as Canadians are doing. Visitor stats for my own site support this, with an average of 7 page views and an average 20 minute visit, and the number of site visits grow each day - even on days when I've posted nothing new. This is not bad for a site which to date only has about 500 news articles on it. So what then, are the barriers to putting our companies into the forefront of the news media? Is it a lack of person-power in our offices? A lack of knowledge about how to develop a mutually beneficial relationship with the press? Or is it a fear of less than 100% favourable publicity and returns?

The purpose of the media is to inform and engage the public in events which are occurring throughout the day. This is done by the sharing of information and opinions. The public responds with either a desire for further information or an opinion of their own. These forms of communication are part of what our society is built upon - and part of what a company's success can be built upon. Certainly as an industry we are all mature enough to know that not everyone is going to be as excited or approving as all of our products as we may be. However, we also have to deal with being of the creative ilk that produces these dynamic products, and that creativity often comes with the fragile ego of the artist. Is that what is holding us back? Or is it just that Canadian psyche of belonging to "proper society" where one must hope to be recognized by others simply by our actions? Well - in this day and age, how is the world at large to recognize you for your actions (products), if you don't tell them?

As I began my search for Canadian studios, manufacturers, associations, schools, events and related entities, I found myself battling a growing feeling of discouragement. Site after site, while actively engaged in product development, had extremely outdated, neglected and poorly designed sites. Studios which are developing current titles hadn't posted a single news item in months - in some cases, years. On other sites, not a shred of news was to be found. Some companies make use of news wire or PR agencies to get their news out, and I regularly visit all of those press sites; unfortunately, I find myself back in the same boat I was in at the start - reading through massive amounts of press releases on completely unrelated topics in order to find those which fit into my very specialized niche.

I could easily go the route of all of the big digital media news sites and publish every story that comes out on the global wires, but I don't want to be like every other site. I am Canadian, my site is Canadian, and as a Canadian I am very proud of our digital media industry and all that it has accomplished. Our studios employ some incredibly talented people who have a passion for creating the best entertainment, the best gear, and the best software - and in many cases are on the cutting edge of innovation. We have shown through the quality of our products that Canada is one of the best development countries in the world for a reason. Why then, are we so silent about it? Why are we not engaging in this global conversation? Is it that we aren't sure about what is newsworthy and what is not?

The primary question that many should be asking themselves is this - "Is our company taking full advantage of the internet as an effective marketing tool?" This then leads into further territory and a broader scope - "Do we have information in place which lets people know not only what we've done, but what we are doing right now?" Going even further, "Does our company have a person who can deal with press inquiries, and make sure that our sites stay current?" Not all news agencies will run your story - that is a given. Sometimes it depends on the timing and the subject matter - then again, your press release could spur an idea for a major article, one which your company may be featured in. Let the press know that your company is full of experts who may be approached for opinion pieces - a good journalist will recognize from whence their experts came - and this is again beneficial for your corporate profile.

For those who are governed by international corporations - and I know there are more than just a handful of these across Canada - is your parent corporation helping your franchise or hindering it? For example, if you are developing a title for any of the big international publishers, when those dev updates, product announcements and release notices go out, are those in the head office telling your potential clients and fans that your company was involved? While NDAs and other agreements may come into play, is your studio taking advantage of whatever leeway is possible to get out news about what your company has produced? Some parent companies are very good about recognizing their satellite studios - others fail miserably. It can be very disheartening to go to the site of a well-known game dev company, only to find that the news on their site has not been updated since 2006! That company is seemingly oblivious to the fact that people want to know what they are up to - even if it is mention of awards won, events participated in - let your public know that you are still publicly active, not simply hiding away in studios and offices plotting your next move.

Some companies have embraced the value of RSS feeds and newsletters - but if they aren't updated, what real value do they offer? Others post to Twitter, LinkedIn or Facebook - all great marketing tools, certainly - but they should not be depended upon for a primary source of publicity. They are meant to be incorporated into your brand, to get people excited about what you are working on, to bring traffic - and the buying public, to your site. What are they going to see once they get there? An outdated site with no information related to the tweet they just read? How are you going to convert the general public into a happy end-user if they don't know who you are and what you do?

Making use of social media is not a bad thing - in fact it's a great way to draw in your audience, but as I said earlier, it should not be your only option. Other avenues which offer excellent returns for publicity include getting involved with events - either as exhibitors, speakers or sponsors. These give exposure to your company, and they don't always cost a bundle to get involved in. While sponsorship and involvement is important for the success of "industry only" events, and while involvement in them will get your company some publicity, think outside the industry as well. Community events, schools, fundraisers, charitable activities - they are facing challenges in this economic climate as well - and many of them provide services to those who are truly in need of assistance.

Sometimes something as simple as donating a swag package to a local school or organization for a door prize provides an excellent return on investment. Sometimes all your company's participation in an events requires is a donation of time. Volunteering to help at a local event can sometimes be just as effective as donating cash or a prize - a donation of time sincerely given is often worth far more to the recipient than any product you may offer. Involvement in these types of events broaden public awareness of your name and your brand - especially if it is more than just a token effort. Provide your corporate volunteer team with shirts or caps to wear with your logo, and start taking part in the community outside your office door. People unfamiliar with who you are and what you do will engage your representatives in conversation at the event - and now you are full circle again - you've gotten their attention, will your new visitors be let down at the door? News is what you make it to be - you alone can choose to make your company a leader or a follower in the global market. Be proud to tell the world you are Canadian!

Thursday, March 12, 2009

2009 – The Year of the Entrepreneur and Casual Games The State of Washington State’s Game Industry


The New Year rang in with the usual thoughts of new beginnings and hope. However, this year those positive thoughts were tinged by the downturn of the US and global economies. Mental preparation was needed for what was bound to be a slower 2009. To my surprise, the New Year began with a flood of new entrepreneurs looking to start their own businesses. Many studies show that entrepreneurism thrives in a downward economy, but I have to say, I would not have believed it if it weren’t happening today. The question is, why?
Some will say it is because folks have more time on their hands from project slowdown or a recent layoff. My belief is this industry is entrepreneurial by nature and is passionate about what they do – making games. Recently, enterpriseSeattle conducted an economic impact study of the video game business in the state of Washington to document what this industry means to our local economy in terms of jobs and dollars. In the course of one year: 150 companies or divisions wholly involved in games; over 15,000 jobs; and contributed over $4.2 Billion to the local economy. These numbers were fantastic, of course, but what the cluster analysis revealed was even more intriguing.
Our local industry’s past, present, and future lie with our three anchors: Microsoft, Nintendo, and Real Networks. The big three are our major employers of course, but they also are the foundation of our local game development community. Most of our local game development companies have founders or executives who have had early roots with at least one of these companies. Following the paths of the many spin-offs, it became clear that the video game industry is very entrepreneurial – more so than most industries. The more established companies give our local workforce the skills to make a game, but it is the passion for play and the entrepreneurial spirit that inspires individuals to begin their own venture.
Last year, the Washington Interactive Network began a series of eight workshops designed to help these entrepreneurs, Game Industry Start Up 101. These workshops cover a variety of topics from “Building Your Business Plan” to “Financing Fundamentals” to “Exit Strategies. This series brought in many new faces, new companies, and new ideas in 2009. Throughout these workshops, we learned quite a bit about the state of the local industry.
As most of you already know, funding from publishers has slowed down significantly and that affects our independent game companies. These folks are taking this opportunity to be entrepreneurial and to diversify their projects. Since finance entities are holding back on the purse strings, we’re finding many folks looking to self-finance their next project. This of course limits the size of the projects our indie developers can take on this year. We’re expecting casual and iphone games to be the bread and butter for the independent community in the next year.
Our larger independent game companies are doing fairly well, despite the US economy. We are finding that although growth plans are being scaled back, there will still be growth in 2009. Online subscriptions will see some disruption with defaulting credit cards, but games will continue to be a popular “stay-cation” activity. Consumers find value in that they get more bang for their buck when you spend $10 on a video game rather than on a single visit to the movie theater. As history shows us, and as we are seeing today, the entertainment industries continue to thrive despite the challenging economy. The video game industry is no exception.
My thoughts of trepidation for 2009 have turned to looking forward to what opportunities 2009 will bring.
For more information about the Washington Interactive Network go to http://www.washingtoninteractivenetwork.org/ or email at khudson@enterpriseSeattle.org.

Wednesday, March 4, 2009

Meet the Dutch!


Of course we can start this Dutch week at The Puck Stops Here! with all the boring facts and figures about our rapidly growing games industry, the highly-educated population in the Netherlands and that 72% of the Dutch population on average spend 4.9 hours per week on playing games. But we’re sure you can Wiki that yourself. (or take the fast lane and check out our factsheet http://www.gamepioneers.com/ )

In this introduction we like to focus on one hardly ever mentioned demographic fact, which explains nearly every stereotype you hear about the Dutch: We are one of the most densely populated countries in the western World!

So what does this mean, living shoulder to shoulder with your next-door neighbour?

Practically it means we have a great infrastructure for everything but physical transport. Traffic is awful when all the working bees are on the move. Great connectivity and sewerage system though! And it means we are unchallenged in reclaiming land so we can peacefully fulfil our need for Lebensraum.

If we really can’t take it any longer we pack our bags and pioneer overseas opportunities like we will be doing at the GDC, or take our extremely long annual holiday.

On a more spiritual level we are free thinkers. Too free by some standards, but if there’s no freedom in space you have to create freedom within. Hence our successful creative minds in design and business. We already live in the box, so we are trained to mesmerize outside of it.

And last but not least, people find us bluntly honest. Forgive us that little shortcoming. We can’t afford to let tension build in our society, our way is to immediately speak our mind, have a little scuffle if necessary and live happily ever after…

So are you curious to meet some exploring, free-thinking and bluntly honest Dutch Game Pioneers? Stop by the Holland Pavilion, during one of the Dutch-Canadian events or drop a line and we will connect you…

Tuesday, March 3, 2009

The Vibe from DICE, as seen by Jason Della Rocca

I had the privilege of attending the DICE Summit in late February in Las Vegas. It is a somewhat exclusive event for game industry high-rollers hosted by the Academy of Interactive Arts & Sciences (AIAS). I was curious as to what the vibe was going to be like, and to gage it is as a quick temperature read as to how GDC may turn out in a few weeks.

Surprisingly, folks were quite upbeat. One agent, repping AAA titles/developers, said that they are still insanely busy meeting the demands of the publishers. Hinting that there will always be a demand for top quality games and talent. Nice.

Though, EA’s CEO John Riccitiello gave a somewhat sobering talk on tactics for tough times. Wow, he looked tired up on stage…

In fact, it seemed like it was business as usual for most attendees. Doing deals, lining up content, etc. Several stated that the current tough economy was serving as a good excuse for companies to trim fat/waste. Others noted that the massive profits from past years mainly just hid all the inefficient processes and bad decisions of the past. Meaning, business is still good, but we need to be a lot smarter about it now.

Despite the overall business as usual vibe, there were a few heretics discussing new models and approaches to the business. Gabe Newell’s opening keynote on Valve’s move to a service model of entertainment was particularly enlightening and inspiring. Gabe easily demonstrated the benefit of taking a more proactive –and direct – role in engaging with your customers instead of relying on intermediaries. Industry veteran/guru David Perry also had a lot to say about the move away from single-player games as the norm and the future of the free-2-play model.

Gamasutra has a nice round-up of the sessions.