GDC 2006 [![/space/gdc2006.jpg](/space/gdc2006.jpg)](http://gdconf.com/) This was my fifth year at [GDC](http://gdconf.com/), and as always, it's a lot of fun to take a break for a bit and immerse myself in an entirely different world. It's also a little overwhelming, so I had to take a few days to let the sleep deprivation and hangover(s) wear off before I could type up my notes. Other sites have much more detailed coverage, including [Gamasutra](http://www.gamasutra.com/gdc2006/), [Slashdot](http://games.slashdot.org/index.pl?issue=20060324), and [GameSpot](http://www.gamespot.com/events/gdc2006/). I can't beat that, so I'll link to their coverage when they have more detail on a particular talk. Instead, I'll lay out some of the common themes I noticed. Also, the full proceedings will soon be available online at [GDCTV](http://gdctv.net/) and [GDCRadio](http://gdcradio.net/). I was actually lucky enough to snag the [2005 and 2004 proceedings](https://www.gamasutra.com/php-bin/store.php?category=3) on CD for $30 each. They list for upwards of $400, but they had excess inventory, so they had to slash prices to get rid of it. I might not listen to NPR again for months... ### Contents [Big budgets and the return of the garage developer](/space/GDC 2006#budgets) [Fun and games? Or strictly business?](/space/GDC 2006#business_or_fun) -[ Sony's PS3 keynote](/space/GDC 2006#sony) -[ Nintendo's DS and Revolution keynote](/space/GDC 2006#nintendo) -[ Security and privacy meet SoX and the Feds](/space/GDC 2006#privacy) [Games go data-driven](/space/GDC 2006#data-driven) -[ Tim Sweeney on building a game engine](/space/GDC 2006#tim_sweeney) -[ Emotional character control in Shadow of the Colossus](/space/GDC 2006#colossus) -[ God of War: lead designer vs. lead programmer](/space/GDC 2006#god_of_war) -[ Different perspectives in Ninety-Nine Nights](/space/GDC 2006#n3) [How the pros invent games](/space/GDC 2006#game_design) -[ Game design challenge: Nobel Peace Prize](/space/GDC 2006#challenge) -[ Will Wright's keynote](/space/GDC 2006#will_wright) -[ Best game research of 2005](/space/GDC 2006#research) -[ Peter Molyneux goes MIA](/space/GDC 2006#molyneux) [Metrics and analysis for...gameplay?](/space/GDC 2006#analysis) -[ Playing with physics in Half-life 2](/space/GDC 2006#hl2) -[ Ernest Adams on interactive fiction](/space/GDC 2006#ernest_adams) -[ Burn, baby, burn](/space/GDC 2006#rant) [Talks I missed](/space/GDC 2006#missed) [Extracurriculars!](/space/GDC 2006#extra) -[ Independent Games Festival](/space/GDC 2006#igf) -[ Game Developers' Choice Awards](/space/GDC 2006#choice_awards) -[ Video Games Live concert](/space/GDC 2006#concert) ### [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#budgets) Big budgets and the return of the garage developer A common refrain at [last year's GDC](/space/GDC 2005) was the unstoppable ballooning of game budgets and teams. Due to the need for higher and higher quality assets, as well as marketing and IP licenses, a next-gen AAA game can easily cost upwards of $10M. Among other things, this means that publishers are less willing to take risks with gameplay or content. At the same time, as with other media, there's been lots of buzz about digital distribution. This wasn't commercially viable until the last few years, with the mainstream adoption of broadband and ecommerce. Free from the traditional costs of publishing, distribution, and traditional marketing, casual and downloadable games have flourished. Smaller, online-only titles like [Bejeweled](http://www.popcap.com/gamepopup.php?theGame=diamondmine), [Diner Dash](http://www.gmlb.com/games/dinerDash.html), [Puzzle Pirates](http://www.puzzlepirates.com/), and [Darwinia](http://darwinia.co.uk/) have become huge hits. Microsoft followed this trend with [Xbox Live Arcade](http://www.xbox.com/livearcade), one of the most exciting console developments in years. In addition to trailers and microcontent for retail AAA games, you can download demos and full-fledged games to your Xbox 360. We're seeing both ever-expanding budgets for AAA games and a boom in games made on a shoestring. I don't know what this dichotomy means in the short term, but it's bound to be an interesting ride. ### [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#business_or_fun) Fun and games? Or strictly business? [Microsoft](http://microsoft.com/)'s [Xbox 360](http://www.xbox.com/en-US/) was the platform keynote last year, so it was only natural that [Sony](http://scea.sony.com/) and [Nintendo](http://nintendo.com/) would give this year's platform keynotes. Apart from the content, though, I was surprised at how much the _tone_ of the two keynotes reflected the companies themselves. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#sony) [Phil Harrison](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=237356) gave [Sony's keynote](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2788) (more at [Slashdot](http://games.slashdot.org/games/06/03/22/208221.shtml), [Gamasutra](http://www.gamasutra.com/php-bin/news_index.php?story=8628), [GameSpot](http://www.gamespot.com/news/6146436.html)). He started by patting himself and Sony on the back with graphs of the retail lifespans of the PS1 (12 years!) and the initial growth ramp-up of the PS2 and the PSP. He went on to lay out Sony's [Playstation 3](http://www.ps3land.com/) roadmap, emphasizing [Epic](http://epicgames.com/), [Havok](http://havok.com/), [Ageia](http://www.ageia.com/) (why _two_ physics providers?), and [SN Systems](http://www.snsys.com/), which Sony recently bought. Next up was the spec sheet, including the obligatory [Cell](http://cell.scei.co.jp/index_e.html), [Blu-Ray](http://www.blu-ray.com/), and [NVIDIA](http://nvidia.com/) cheerleading. Phil also spent a few slides on Sony's as-yet-unnamed [online service](http://www.gamesindustry.biz/content_page.php?aid=15378) for the PS3. He tried to get excited, and implied that Sony was doing something new and important, but in the end it was just a direct copy of the [Xbox Live](http://www.xbox.com/en-us/live/) feature set. Matchmaking, trailers, demos, micropayments, downloadable content and games...check. I thought this was hilarious. Sony had flatly refused to build a service like this for the entire lifespan of the PS2, _and_ for the PS3 at first. They claimed it was the developers' job, but they really just couldn't be bothered. They only gave in, begrudgingly, after Xbox Live exploded and third-party developers felt more justified in demanding it. Last up, Phil showed a number of graphics, physics, and game demos, including the first ever live, realtime PS3 gameplay demos. [Incognito](http://www.incognitostudio.com/)'s shooter [Warhawk](http://www.gamespot.com/ps3/action/warhawk/), [Insomniac](http://www.insomniacgames.com/index.php)'s FPS [Resistance](http://www.gamespot.com/ps3/action/insomniacshooter/), and [Evolution](http://evos.net/)'s deformable terrain racer [MotorStorm](http://www.gamespot.com/ps3/driving/motorstorm/) all got the big screen treatment as their developers came on stage. It was a fitting end to a keynote that, for all its hard-headed business and glitzy eye candy, broke no new ground whatsoever. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#nintendo) The next day, [Satoru Iwata](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=381380) gave [Nintendo's keynote](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2785) (more at [Gamasutra](http://www.gamasutra.com/php-bin/news_index.php?story=8656), [GameSpot](http://www.gamespot.com/news/6146541.html)). It couldn't have been more different. He started, as he always does, with stories from his early days at Nintendo. He was earnest, sincere, and passionate about his love for games. Iwata spoke about Nintendo's goal of expanding the market beyond existing core and casual gamers with new, _accessible_ game experiences. As an example, he briefly discussed the research that went into the [Revolution controller](http://www.1up.com/do/newsStory?cId=3143782) to make it fundamentally more immersive, yet as easy to use as a TV remote. Following in the "disruption" vein, Iwata showed off [Nintendogs](http://www.nintendogs.com/), [Electroplankton](http://electroplankton.com/), and his newest project, [Brain Age](http://www.nintendo.com/gamemini?gameid=tYVqJgro-KG6QL_mMbXFoQTkQIzgi9nU). It's a puzzle game designed to exercise your mind, and it's already a huge hit in Japan with people of all ages, especially seniors! Iwata joked that like all good ideas, it came from a board of directors. One of Nintendo's directors had complained that they didn't games for seniors. He then brought a few of the speakers and conference organizers up on stage to play Brain Age and [Metroid Prime: Hunters](http://www.nintendo.com/gamemini?gameid=06538594-faae-4099-9b2d-c18a91353902) live. Finally, he showed a roadmap for the [Nintendo WiFi network](http://www.nintendowifi.com/global/index.jsp?locale=en_US), then quickly jumped back to games with trailers for the [Twilight Princess](http://www.zelda.com/universe/game/legendzelda/) and [Phantom Hourglass](http://ds.ign.com/articles/697/697930p1.html) ([video](http://media.nintendo.com/mediaFiles/fDp6jkG4NYgUu74upE_kpwhmLp5Xq3-f.mov)) Zelda games. The contrast was striking. As opposed to Sony's business partnerships, growth projections, and engineering muscle-flexing, Iwata's message came from the heart. Nintendo loves games and wants to share that love with as many people as possible. Hell, he actually brought people up on stage to play games together on the _DS_! They couldn't be bothered with eye candy; they were having too much fun. Sony will still likely be the market leader in the next console generation, and Nintendo will still likely be third...but you have to admire their sincerity. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#privacy) The next day, I stopped in at a roundtable on [security and privacy in games](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2334). Cryptographer [Elonka Dunin](http://www.elonka.com/) of [Simutronics](http://www.play.net/) moderated, and the discussion included people from [Blizzard](http://blizzard.com/)'s [World of Warcraft](http://www.worldofwarcraft.com/), [Microsoft](http://microsoft.com/)'s [Xbox Live](http://www.xbox.com/en-us/live/), [Punkbuster](http://www.punkbuster.com/), [Sony Online Entertainment](http://www.station.sony.com/en/), [Linden Labs](http://lindenlabs.com/)' [Second Life](http://secondlife.com/), [EA](http://www.ea.com/), and even the [FBI](http://www.fbi.gov/)! It was all business. We discussed fraud, session and chat logs, interaction with law enforcement (proactive, e.g. death threats in chat, and reactive, e.g. subpoenas), ethics vs. legality, and how to use demographic and technical information. We even discussed SoX! I've [gained a fair amount of experience](http://ryan.barrett.name/resume.html) with this stuff at work, so I even contributed a little. I was particularly encouraged to hear that many companies are separating personally identifiable information, usually billing info, from game data and session and chat logs. It's far from the sexiest topic, but it is a sign that the game industry is maturing. ### [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#data-driven) Games go data-driven I didn't go to many programming talks this year, but I still noticed a common theme. Bigger budgets for AAA games mean more opportunities for designers to influence each game's experience. However, [Fred Brooks](http://en.wikipedia.org/wiki/Fred_Brooks) taught us that we can't scale design just by adding more programmers. Instead, programmers are making their games more and more [data-driven](http://www.faqs.org/docs/artu/ch09s01.html), so that designers can take the reigns and create the game experience themselves. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#tim_sweeney) [Tim Sweeney](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=192499) of [Epic Games](http://epicgames.com/) drove this home in his [talk](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1540). Like [last year](/space/GDC 2005#sweeney), he described how Epic consciously designed the [Unreal 3](http://www.unrealtechnology.com/html/technology/ue30.shtml) toolchain to empower artist and designer productivity, even when it meant sacrificing performance. He showed the UE3 shader, materials, level, and script editors as concrete examples. This is made possible by UE3's component system, which is basically [mixins](http://c2.com/cgi/wiki?MixIn), and its design goal of orthogonality, ie component interoperability in all modes without constraints. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#colossus) The engineering team behind [Shadow of the Colossus](http://www.us.playstation.com/Content/OGS/SCUS-97472/Site/) boiled this down in their [postmortem](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2815): _Whenever you find a variable that affects design or gameplay, expose it to non-programmers._ They cited their inverse kinematics system as an example. They needed its physics, but their designers kept control over the blending between physics and animation, and set thresholds for the IK input. _Immersion was paramount_, they said, so they were determined that their game look good and feel right. In true Japanese pixel-painting style, when reality conflicted with their design, they cheated reality. _Reality lacks direction. To get true emotion, you need artistic control._ [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#god_of_war) [Tim Moss](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=409785), the [God of War](http://us.playstation.com/Content/OGS/SCUS-97399/Site/) lead programmer, took this to an extreme. In his [talk](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2409) (more at [GameSpot](http://www.gamespot.com/news/6146611.html)), he called the God of War design "a special case at every turn." Custom animations, sounds, weapons, collisions, mechanics, cameras, you name it. He modestly said that he "gave up" and "dumbed down" the engine so it had no special case logic at all. Instead, the artists had to tell it which animations, sounds, and cameras to use for each situation. In essence, he made the designers do his work for him. The final executable was under 1MB, and even that was mostly rendering code! [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#n3) The [Ninety Nine Nights](http://www.n3-game.jp/) team had an interesting spin on this. During their [talk on character design](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2376) (more at [Gamasutra](http://gamasutra.com/features/20060324/cifaldi_01.html)), they played two different edits of in-game cutscenes side by side. They needed the same in-game events to convey different emotions, depending on which character the player had chosen. It was amazing how cuts and camera angles alone could change the tone of the scenes. On a different note, why is [Tetsuya Mizuguchi](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=437221) ([Sonic Team](http://www.sonicteam.com/), [United Game Artists](http://www.mobygames.com/company/united-game-artists)), following up brilliant games like [Space Channel 5](http://www.mobygames.com/game/dreamcast/space-channel-5), [Rez](http://www.sonicteam.com/rez/e/news/), [Meteos](http://meteos.nintendods.com/), and [Lumines](http://www.luminesgame.com/) with a tired-looking Gauntlet clone?!? ### [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#game_design) How the pros invent games Most of my favorite GDC talks each year come from the game design track, and this year didn't disappoint. There were lots of interesting new mechanics and innovations, both in the game design talks and in the [IGF](/space/GDC 2006#igf). [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#challenge) [Eric Zimmerman](http://www.ericzimmerman.com/)'s [Game Design Challenge](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1625) is always a ton of fun. This year's mission, [design a game that could win the Nobel Peace Prize](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1625), (more at [Gamasutra](http://www.gamasutra.com/features/20060324/diamante_01.shtml), [Slashdot](http://games.slashdot.org/games/06/03/24/0726247.shtml), [GameSpot](http://www.gamespot.com/news/6146623.html)), didn't disappoint. Will Wright didn't disappoint either - he wore a tiara for the entire talk, then presented it to the winner! [Midway](http://midway.com/)'s [Harvey Smith](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=99381) ([Deus Ex](http://deusex.com/), [Thief](http://www.eidosinteractive.com/gss/legacy/thiefportal/)) went first. He mentioned some of his original ideas, then identified the inspiration for his Nintendo DS game _Peacebomb_: flash mobs! He described Peacebomb as a "platform for generating flash mobs." The game would overlay a corrupt, totalitarian government on the real world. Players would use Peacebomb to congregate in the real world and organize protests and peaceful uprisings. They'd use the game's social network and microeconomy, along with the DS' wifi and new GPS peripheral. This was a striking idea, and Harvey ended up winning the prize. [Epic Games](http://epicgames.com/)' [Cliff Bleszinski](http://cliffyb.com/) ([Unreal](http://unreal.com/)) went next. He talked about his research methodology: he went to the [Nobel Peace Prize web site](http://nobelprize.org/peace/) and found that, wonder of wonders, it has [games](http://nobelprize.org/games_simulations.html)! He couldn't steal them whole cloth, though, so he presented _Empathy_. It places you at the head of a family in a country on the brink of war. You must keep your family together a la [The Sims](http://thesims.ea.com/) and gather resources to survive, RTS-style. In a fun twist, CliffyB said he'd require all world leaders to play Empathy before they were allowed to start a war. [Koei](http://www.koei.com/)'s [Keita Takahashi](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=373688) ([Katamari Damacy](http://katamari.namco.com/)) went last. Strangely, He didn't present a coherent game design at all. Instead, he opted for a cute, whimsical, animated presentation on _love_, of all things. He followed a group of animated characters as they spread their love of games across the world to poor people, sick people, and even soldiers and hawkish politicians. They all proceeded laid down their weapons, help each other, and play games together happily ever after. It was too sweet for words. :P [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#will_wright) [Will Wright](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=434769), creator of the Sim games, is a legend in the game industry. His talks at GDC are always standing room only, and this year was no exception. Will's [game design keynote](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2507) (more at [Gamasutra](http://www.gamasutra.com/features/20060324/sanchez_01.shtml), [Slashdot](http://games.slashdot.org/games/06/03/24/150234.shtml), [GameSpot](http://www.gamespot.com/news/6146586.html)) was even more frenetic than last year. Free of the burden of presenting a single game, [Spore](http://www.spore.com/), Will described how he comes up with concepts and does game design research. The presentation was as scattered as his process, bouncing from [Drake's equation](http://en.wikipedia.org/wiki/Drake_equation) to [The X Files](http://www.foxhome.com/xfilesportal/) to comic books to [terraforming](http://www.otherworlds.net/otherworlds.net/worldbld.htm) to [Bagger](http://www.wisoveg.de/rheinbraun/rb-bg-17022001lnk.html), the German highway-eating machine. [Really](http://people.freenet.de/LinkeBM/Bagger.htm)! Will emphasized front-loading risk, throwing away ideas, and prototyping. He tries to identify the main risks in any game very early - in the case of Spore, procedural content. He and his cohorts at [Maxis](http://maxis.com/) then prototyped almost 70 gameplay mechanics, content systems, and other ideas to remove the unknowns from that risk. This helped them focus their design, as well as clearly identifying what they needed to cut. Less than 10% of their original ideas survived, which Will thought was typical. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#research) In a very different vein, [Jane McGonigal](http://avantgame.com/), [Ian Bogost](http://www.lcc.gatech.edu/~bogost/), and [Mia Consalvo](http://oak.cats.ohiou.edu/~consalvo/) presented the [top ten game research findings of 2005.](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2408). This was a lot of fun, especially since much of the research was surprising and non-intuitive. There are fairly complete transcripts at [Wonderland](http://crystaltips.typepad.com/wonderland/2006/03/gdc_last_sessio.html) and [Raph Koster's site](http://www.raphkoster.com/2006/03/25/gdc-day-5-top-ten-lessons-from-game-studies-number-zero/), though, and [Avant Game](http://www.avantgame.com/top10.htm) has the slides and notes. I won't try to do better than refer you to them. :P [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#molyneux) I was anxious to hear [Peter Molyneux](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=188017) talk about game design again this year. He was fascinating [last year](/space/GDC 2005#molyneux), and [this year](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2508) looked to be equally compelling. Unfortunately, [his talk was cancelled](http://www.gamespot.com/news/6146650.html). I was disappointed. ### [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#analysis) Metrics and analysis for...gameplay? Apart from new gameplay ideas, I was struck by how often I heard about metrics and analysis for something as ephemeral as gameplay. Many game developers were actively using quantitative tools to build and tweak the "sweet science" of their games' mechanics. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#hl2) [Jay Stelly](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=102444) spoke about how he and the other [Valve](http://valvesoftware.com/) designers created the physics-based gameplay of [Half-Life 2](http://half-life2.com/) (more at [Slashdot](http://games.slashdot.org/games/06/03/24/1926234.shtml), [GDC](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1625)). He defined gameplay as teaching players skills, then letting them use those skills. He believed each game has a limited capacity for new skills, so it's essential to narrow them down to the most valuable. How do you value a skill? By the amount it interacts with the game world and especially with other skills. Stelly described this as a living, breathing game design economy that can be measured and optimized. He used this methodology and _Excel_ (no joke!) to compare skills in Half-Life 2: crates, the gravity gun, the glue gun, Dog. Valve used that to help decide what to keep and what to cut. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#ernest_adams) Meanwhile, [Ernest Adams](http://www.designersnotebook.com/) spoke about the [present and future of interactive storytelling](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1507). He quoted [Ken Perlin](http://mrl.nyu.edu/~perlin/): _the cost of an event is relative to its improbability_. That is, every story has a "credibility" budget. If too many unbelievable things happen, the story will blow its budget and its suspension of disbelief. When you apply this to interactive stories, it gets more interesting. Both the author (designer) and the reader (player) create the story, so they're both constrained by the credibility budget. He gave [Facade](http://interactivestory.net/) as an example. As a result, IF designers don't need to account for all possible actions, sandbox style. If the player doesn't play their part and blows the budget, _the story is over_. Adams also described some technical approaches to IF. Traditional branching structures hard-code both time and behavior. To support emergent behavior, as is currently fashionable, plot events should be treated like functions and characters like pass-by-reference variables. That way, plot points can take place with anyone, and affect them accordingly. I also saw the [Writers Guild of America](http://www.wga.org/)'s [panel](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1934) on writing for games, which also touched on IF. It wasn't nearly as memorable. It's uncharitable of me to say so, but much of it was simply complaining that game writers (still!) don't get enough respect. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#rant) Finally, no GDC would be complete without a developer [analysis and rant session](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1911) led by [gameLab](http://gmlb.com/)'s [Eric Zimmerman](http://www.ericzimmerman.com/). (More at [Slashdot](http://games.slashdot.org/games/06/03/24/159248.shtml), [Wonderland](http://crystaltips.typepad.com/wonderland/2006/03/gdc_game_develo.html).) [Robin Hunicke](http://www.cs.northwestern.edu/~hunicke/) led off with a hilarious retread of the cliched, age-old tradition of using women and sex to sell games - and this year, the [Graphic Impact Competition](http://www.gdconf.com/networking/art.htm). [CAA](http://www.caa.com/)'s [Seamus Blackley](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=121763) then told developers to suck it up and at least learn _something_ about business before complaining about being rejected by publishers. The other navel-gazers included [Frank Lantz](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=101915) of [area/code](http://www.playareacode.com/), [Jonathan Blow](http://number-none.com/blow/) of [Number None](http://number-none.com/), [Jessica Mulligan](http://www.skotos.net/articles/bth.html), [Chris Crawford](http://www.erasmatazz.com/) (formerly of [Origin](http://en.wikipedia.org/wiki/Origin_Systems)), Jane Pinkard of [Game Girl Advance](http://gamegirladvance.com/), and [Chris Hecker](http://www.d6.com/users/checker/) of [Definition 6](http://www.d6.com/). The [Wonderland transcript](http://crystaltips.typepad.com/wonderland/2006/03/gdc_game_develo.html) is pretty thorough. ### [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#missed) Talks I missed There were many more talks I wish I could have heard. Here are a few. * [Ronald Moore](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=449551) on [Building a Better Battlestar](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2784) (more at [Gamasutra](http://www.gamasutra.com/features/20060329/waugh_01.shtml), [Slashdot](http://games.slashdot.org/article.pl?sid=06/03/22/2155224)) * The [game ethics and laws panel](https://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=1912) (more at [GameSpot](http://www.gamespot.com/news/6146588.html), [Gamasutra](http://www.gamasutra.com/features/20060324/duffy_01.shtml)) * [Localization and i18n in Final Fantasy XI](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2683) (more at [Gamasutra](http://www.gamasutra.com/features/20060324/woodard_01.shtml)) * [Test-driven development](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1528) for games (more at [Gamasutra](http://www.gamasutra.com/features/20060322/duffy_01.shtml)) * [Hal Barwood](http://www.finitearts.com/Pages/biopage.htm) and [Noah Falstein](http://www.theinspiracy.com/presiden.htm) of [The 400 Project](http://www.theinspiracy.com/400_project.htm) on [game design rules](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1611) (more at [Gamasutra](http://www.gamasutra.com/features/20060323/duffy_01.shtml)) * The [digital distribution panel](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2518) (more at [GameSpot](http://www.gamespot.com/news/6146660.html)) * [Implementing an Adaptive, Live Orchestral Soundtrack](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=1587) * [Building the Open World - The Level Artists' Conundrum](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2486) * [Xbox Live Marketplace and Future Directions](http://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2412), which you already know I [think highly of](/gallery/GDC+2005#allard). ...and a couple of games: [Crysis](http://www.gamespot.com/pc/action/crysis/), with its jaw-dropping good looks, and [Dreamfall](http://www.gamespot.com/xbox/adventure/longestjourney2wt/news.html?sid=6146566), sequel to The Longest Journey, [which I loved](/space/2005-08-04). ### [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#extra) Extracurriculars! [![/space/choiceawards.jpg](/space/choiceawards.jpg)](http://www.gamechoiceawards.com/gdca_6th.htm)[![/space/igf.jpg](/space/igf.jpg)](http://igf.com/)[![/space/vglive.jpg](/space/vglive.jpg)](http://www.gdconf.com/networking/VGL.htm) One of my favorite parts of GDC every year is the extracurriculars - the awards ceremonies, the booth crawls, the concerts, and the late nights drinking with people all over the industry. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#igf) As expected, [Darwinia](http://darwinia.co.uk/) swept the [IGF](http://igf.com/) awards (more at [Gamasutra](http://www.gamasutra.com/php-bin/news_index.php?story=8643)), and rightly so. It's really, really cool. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#choice_awards) [Shadow of the Colossus](http://www.us.playstation.com/Content/OGS/SCUS-97472/Site/) took home Best Game and two other awards in the [Game Developer's Choice awards](http://www.gamechoiceawards.com/gdca_6th.htm) (more at [Gamasutra](http://www.gamasutra.com/php-bin/news_index.php?story=8642), [Slashdot](http://games.slashdot.org/games/06/03/23/1512253.shtml)). [Guitar Hero](http://www.guitarherogame.com/) and [Nintendogs](http://www.nintendogs.com/) won awards as well. [Adventure](http://www.rickadams.org/adventure/)'s creators were recognized as "first penguins" for their role in gaming history, [Richard Garriott](http://www.cmpevents.com/gd06/a.asp?option=G&V=3&id=104393) received a lifetime achievement award, and [Chris Hecker](http://www.d6.com/users/checker/) was recognized for his involvement in the community. [![Icon-Permalink.png](/Icon-Permalink.png)](/space/GDC+2006#concert) Before going out Friday night, we went to the [Video Games Live concert](http://www.gdconf.com/networking/VGL.htm), which featured music from games past and present. (More at [GameSpot](http://www.gamespot.com/news/6146686.html).) It was a _lot_ of fun, even more than I expected. I'd write a pithy conclusion here, but I'm too tired. See you at [E3](http://e3expo.com/)!