The Serious Game Summit: Game Developers Conference 2004

Christopher Harz reports back from the Game Developers Conference about what's new and what's hot.
Posted In | Magazines: VFXWorld

This year’s Game Developers Conference was as big and exciting as ever. If there are downturns in the economy, they certainly weren’t evident in the San Jose Convention Center. More than 10,000 attendees packed every session, discussions were animated and the enthusiasm was palpable.

It’s important to keep in mind that GDC is very different from other major annual gaming events, particularly E3 (Electronic Entertainment Expo, www.E3expo.com), which is basically about marketing major games to retailers and the press. GDC is about game production, so whereas Microsoft may release its new Xbox at the upcoming E3 (May 12-14 in Los Angeles), for instance, it chose GDC to unveil its major new development toolset, the Xbox XNA. GDC lacks the huge exhibits of the E3, with all its bells and whistles, but it does not lack excitement or creativity -- it is hard to imagine a happier crowd than San Jose hosted, one given to cheers and whistles in response to seeing the stars of the industry take the stage, or when especially cool game sequences were shown on the giant screens of the auditorium. Attendees come to listen to -- and argue with -- more than 300 presenters giving talks on how to develop games faster and better, how to use new generations of hardware and software and how to strategize for tomorrow’s markets. The growth of GDC has resulted in the creation of two smaller, more intimate game conferences, the Austin GDC (www.gameconference.com) and the DICE Summit (www.interactive.org/Dice ). So what was hot and new at GDC 2004?

The Awards: Which Games are the Best?
The International Game Developers Assn.’s Gamers Choice Awards are the Oscars of the gaming community, and reflect what the international game design community thinks are the best games available. The Game of the Year award was given to Star Wars: Knights of the Old Republic, produced by BioWare (www.bioware.com), which also snagged the award for Best Writing. The Rookie Studio of the Year award went to Infinity Ward, for its Call of Duty, which also garnered the award for Best Sound Effects. The Game Design and Programming awards both went to Prince of Persia: The Sands of Time, by Ubisoft (www.ubi.com), a big win for the Montreal-based production group, which resurrected the classic title and upgraded it with astounding success. The Visual Arts award went to The Legend of Zelda: The Wind Walker, by Nintendo. Finally, Game Innovation awards were given to Sony Computer Ent.’s EyeToy: Play, Capcom’s Viewtiful Joe and Nintendo’s Warioware Inc: Mega Microgame$.

In the spirit of egalitarianism and the Sundance Film Festival, there were also awards for independent (that is, low budget). The top honors for the Independent Games Festival went to Savage: the Battle for Newerth in the Open Category (by S2 Games, www.s2games.com/savage) and to Oasis (by Mind Control Software, www.oasisgame.com) for the Web/Downloadable Category. Savage combines FPS (First Person Shooter) and RTS (Realtime Simulation) game elements -- the player leads a team of humans while managing resources, developing a tech tree and trying out different strategies. Oasis is a MMUC (Mass Market Ultra-Casual) turn-based strategy game designed to be played in minutes rather than days. The player takes on the role of the Scarab King, who must recreate his kingdom before being destroyed by barbarian hordes.

Open and Web/Downloadable Category awards were also given for Design (to Bontago, by Circular Logic, and to Oasis), for Audio (to Anito: Defend a Land Enraged, by Anino Computer Ent., and to Dr. Blob’s Organism, by Digital Eel) and for Visual Art (to Spartan by Slitherine Software UK Ltd., and to Dr. Blob’s Organism). Both Technical Excellence and Audience awards were presented to Savage: The Battle for Newerth and Yohoho! Puzzle Pirates, by Three Rings Design, whose principals dashed onto the awards stage with appropriate pirate outfits and demeanor.

The special Project Goldmaster prize went to Flashbang Studios of Tempe, Arizona, for Beesley’s Buzzwords. AOL and Cartoon Network sponsored the prize; AOL will keep its subscribers updated on Flashbang’s progress in developing an online game with a Cartoon Network character.







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