Other

Curse Interview with GDC Board Members About GDC Austin 2009!

Posted Sep 08, 2009 by DoranM
Filed in Other

 

We were recently able to sit down with Rich Vogel, Studio Director and Co-GM for Bioware Austin, and Eugene Evans, from the Marketing department at EA. Both of these gentlemen have been involved in the Game Developers Conference for years and recently sat down with us, here at Curse, to discuss how this years' conference will relate to MMO's and what aspects of the conference might be the most beneficial to developers. The conference will take place this year in Austin from Sept. 15th-18th and play host to a variety of informative sessions designed to facilitate the sharing of information and techniques between developers and industry leaders. There will also be keynote speakers, including John Smedley from SOE, that will be speaking about the future of the industry, and sharing their insight and experiences with those in attendance.

You can find our more about GDC Austin at the official website.

Here's a look at the Curse.com GDC Austin Interview with Rich Vogel(RV) and Eugene Evans(EE):

Curse: Gentlemen if you could please briefly introduce who you are, and your relationship with GDC?

RV: I'm Rich Vogel and I am the current Studio Director, Co-GM for BioWare Austin.

EE: And I am Eugene Evans; I am responsible for marketing over here at Mythic which is another EA studio. I was involved since I believe that first year of AGDC but I took couple of year's hiatus on the board because I had a product to ship. So, but I have been involved early on as well.

Curse: Sounds good, okay. Our first question is, if there seems to be a running trend for this years GDC Austin, it seems to be how the game(no pun intended) has changed when comes to making successful MMO's. Our keynotes are talking about new and innovative ways to market, such as PlayFish using social media and Sony doing some different types of research for Free Realms. With these types of keynotes what exactly is the message that GDC is trying to send to attendees about MMO development?

EE: The conference has always had an online focus, and the nature of online gaming has broadened and you know the way I come into to get on it and early discussion was you really see two different things going on. You have this web, web 2.0, social network world that brought networks of friends together who are figuring out that one of the things friends like to do together is play games and they are struggling to figure out what that means. And then from the other direction you have got people with a history such as, you know, myself or Rich who have been involved in what is historically the hardcore business starting to go "huh, there is often lot of people playing interesting games in some of these social networks" and you know, we are all seeking answers in the same way that hopefully all of these attendees to the conference will and we wanted to give forum to people who hopefully have some of those answers. A show like this should be educational and also generate a dialogue and I think that we have got some great speakers who are doing some interesting new things and by the nature of them being prepared to turn up at the show or prepare to talk about it and hopefully back up a lot of their experience with facts and real world examples.

Curse: That's actually a great lead into the next question. What are some of the specific sessions that will address exactly what you are talking about, you know, being a community MMO's specifically. Who will you guys have talking about it and what will some of the important sessions be for it?

 RV: We have quite a few sessions on, we have community and social networking track, which has people talking about community development and social networking as sessions and then within design track we talk... We have people coming from Free Realms as well as Maple Story, and they will be talking about their experience with a different model and a more casual audience model and how successful they've been and they are going to talk about design challenges and things like that. Then arguably, from the other side of it, we have speakers from places like GamerDNA, who are trying to build one of these social networks for gamers too. I think are going to give a great deal insight into what they have been able to, either infer, or actually monitor as far as the behavior of these sort of players. You know, the guy who plays WOW or Warhammer or another big MMO are just as likely to be going off and playing Panzer or Zombies for many hours, which you could argue as casual, but isn't really. As we're all getting together to look at the proposed panel, we are looking for people who are doing interesting things in this space and have data and experience to back it up.

Curse:  If you were to pick three of the core ideas that you think attendees and developers will come away with this year, what would they be?

RV: I think the key one is that our, our world is changing and that, you know these hardcore MMO's that we look at WOW 10 million subscriber number and you look at Maple Story 24 million subscriber number, not subscriber, but registered users, you kind of see that the broader reach games actually reach further than others do. And so these games, I think it's really important to people that they get a good take away and they say "wow things are changing" and it's not that you can't do a hardcore MMO anymore, it's that you can't get away with some of the things you got away with a long time ago, because there is a different audience today than there was three or four years ago playing these games.

EE: Yes there are so many more varieties of experience that we can deliver and we are going to learn from the web guys, and the web guys are going to learn from the gaming guys and we are all going learn because there are a lot of new things that are imagined here.

RV: Yeah, and the good thing about this conference is actually bring in the talent here to speak so people can get a good understanding of where things are heading basically, and also share some of their experiences with people who are currently have a lot of good online experience they can share back with them.

Curse: What feedback have you gotten from previous GDC events that you use to come up with things you want to address for this event?

RV: We generally look at feedback. So we generally look at feedback that people give us in the conference and we also look at trend, so we look around, we see Playfish and others that are doing very well with these social games, you know restaurant, city and the like, and we say okay that's kind of new and unique. So let's bring that kind of talent and bring it over here to talk about what they are doing and what their experiences are. In that way we can share it with the group, because again that's an emerging new area that's coming up and about in the social networking stream. So, we kind of look for new trends, we also look for stuff that's being going on and what people have learned and talk about, because there's a lot of stuff today we are doing that's irrelevant, that's relevant as well, that's very interesting to talk about at the conference too. Because what's interesting is those people have never probably met people who do hardcore RPG, MMORPG and they actually do, they can talk about all lessons learned and apply that to their games as well, and vice versa. So it's a good way of stirring the pot.

Curse: What is the criteria that's used to kind of modify some of the sessions and things that you have. So let's say you are going out looking at Playfish, what criteria do you use to say okay this is something I think we need to integrate into our program?

RV: Well I look at how many users they have, how big a deal it is and what kind of impact it has in the world today, and then we evaluate if we'd want to see them if we were attending this conference.

EE: Well actually we are very selfish about this. All the board members are people who are trying to get a job done and need the answers themselves. So it could be an audience made up of just board member requests and we'd have an excellent demographic.

RV: Yeah that's true, but it is I mean the basic thing is to make the conference dynamic and changing with the times is very critical to us and that to us it's about content. That's really what draws people and because we are, you know, we are kind of a nice size for a conference. We have the ability to do that in a, being in a not huge environment, if you understand what I am saying. It's kind of nice, it's tight, it's a smaller environment.

EE: We have kept it to a fairly singular vision of online.

RV: Yeah very focused. And actually people like that, who attend as well. But I think content has got to be king. We have to try really good content to bring people. And one of the criteria's, as Eugene says, we were kind of selfish is "would I attend that conference, would I attend that talk" is one of our criteria. Would I find that interesting?

Curse: That sounds like a great way to do it! All right so obviously sharing knowledge and networking is a pretty important thing when it comes to GDC Austin. What is the event this year specifically doing to foster social networking, as far as people meeting each other and finding the right connections to get business done?

RV: We have implemented MyGDC sort of application which will be applied to here, which helps people network together. One of the good things about this conference because its small, it's a lot easier to socialize and because of its size and it's focused right. So one of the good things about this conference in the past, I've seen, is a lot of people network very well here and there is a lots of parties that are happening. There is lots of social things that are going on, and they get people interested and start reaching out. The bigger thing I think is, you know, when I see new people to this business coming in, there is a lot of very good knowledge here and people here that they can meet and talk to and get their cards. I mean as far as the mechanisms to do that, the only thing I know is MyGDC is the area, that allows people to start and connect with each other.

Curse: Can you tell us about some of the more interesting MMO focus panels that will be coming out this year? What's like the one must-see panel that people who are interested in this and MMO's should see?

EE: We have 3 very strong keynotes that will all be must-see sessions and I think at the end of the 3 of them, you'll have a really broad view on where the online gaming space is, with WoW at one end, Free Realms at another end of the triangle, and the Playfish guys in a whole different space. There's 3 corners of an interesting triangle of game development in the online space right there.

RV: Yeah, it's kind of cool because you have your really hardcore RPG, which I call hardcore but it really isn't, it's WoW and Everquest, and all the others that are out there, War, all kind of going to that one end, and then you have the social networking site which is Playfish, and then you have the Free Realms site which is very casual kid's games, so we definitely cover with those 3 keynotes what we try to do, is a different perspective on the online market. And we have some very good sessions on the social networking and community one. We try to make sure that we have some very, very good, very good sessions on all the tracks that we have. Everything from production management to design.

 Curse:  If you had any advice to give attendees this year, and being GDC's a pretty short event, there's lots and lots to see. What would be a good way to spread out your time so you get as much as possible?

RV: Yeah, so I would say if I were attacking it, I would look in design track and what I would look for is something that you think, not, something new, right, something innovative in that. In each track I'd actually do that, if you want a good overview, then I would go to the, you know, beginner sessions and mid-level sessions, and not the higher end ones. Get a really good smattering of each discipline is what I would do. If I was a designer, I'd definitely handle more design tracks. If I was a programmer, I'd actually go to more programming and security, and I may even attend a customer service track because that's more important to me as a programmer too right? So yeah, my advice for anybody to get out of GDC is look at the sessions, pick something that interests you in each one, and get a kind of a balance, right? If you especially look for new and innovative ideas, like micro-transaction. If you don't understand that, then there's some really good sessions in design, production, management and business side, as well as CS4 side that I would actually go to on that.

Thank you Rich Vogel(RV) and Eugene Evans(EE) for sitting down with us to discuss GDC Austin 2009!

You can find our more about GDC Austin at the official website.

 

  • Comments

Add Comment  

Add

You need to login or register to post.

Benefits of Registration

  • Interact with hundreds of thousands of other gamers on an open social network.
  • Post your stories, news, images, videos, and other content to share.
  • Create a network with your fellow gamers or join an existing one.
  • Gain reputation for everything you do.
  • Kody said
    Wed, Sep 9 2009 2:06 PM ()

    That's a very good point, and one I've always considered too. I'm curious what fraction of F2P users actually participate in micro transactions. It's obviously been a very successful business model for Nexon (and others), but is it as strong as subscription based games?

  • Ferroginus said
    Wed, Sep 9 2009 10:24 AM ()

    "I think the key one is that our, our world is changing and that, you know these hardcore MMO's that we look at WOW 10 million subscriber number and you look at Maple Story 24 million subscriber number, not subscriber, but registered users, you kind of see that the broader reach games actually reach further than others do"

    If you count registered users in a F2P game you should count frozen or closed accounts (or at least free trials) in P2P.

    So F2P do not reach so much futher than others do.

  • 1 page(s)