Posts Tagged ‘igf’

Bringing down Babel: why Games could use another Cold War

This might probably be considered as a flame.

On Awards

I will assume that you have either attended the conference, or at least kept up with what goes on there, and have attended or at least watched some of the Awards ceremony on video.

Awards ceremonies are always a very exciting glimpse of how the industry thinks of itself. In that sense, games continue to feverishly idolize their older brother, Cinema : red carpet, VIP sectors, big screens, loud noises, funny hosts reading from a teleprompter and live broadcast. This, judging from the audience reaction, works beautifully.

The awards ceremony are a very easy way to communicate to a broader audience what games are about, using the most powerful channel of communication: winners. People love to win, and people love winners. It gives the industry a new standard to emulate, and it gives consumers a clear guide for investing their money, i.e. “This game is obviously more beautiful  than that one because this one won the Visual Arts award”, or “This game is the BEST GAME of the year, period.”

Of course, the choice of the best of the best in all the different categories that matter is not left to chance. Both award shows have clear rules and transparent processes, polling nominees and awards from a voting process involving many “game industry professionals” (quotation marks are because I was included in that group, a claim that still needs to be backed by myself). Accordingly, what most people will choose is deductible from a game’s Metacritic rating. Sadly, this makes the GDCA and the IGF’s global cultural significance equal to ZERO (with one little exception).

Their judging approach is an attempt to reach an objective absolute result based on an aggregate of subjective impressions. The thing is, the games industry’s goal is NOT to produce reliable software, we are producers of (at least) entertainment, and such it is impossible to give an accurate measure of the level of entertainment a game provides. The best we can do is voice our opinions about it.

I’m most uncomfortable with the fact that the whole process makes it hard to disagree with it’s outcome. There is no opinion to argue against. Everyone hides behind that impersonal polling system to avoid giving their informed and well-voiced opinion of why a game is more better than the next.

And this goes for both awards, with just one notable exception: the Nuovo Award. In terms of process, it is completely different from the rest: the only ones to be involved in the final decision is a limited panel of judges and we know who they are.

Check this out. This is what I mean: get people who are relevant to the prize together in a room and have them reach a consensus through informed discussion. Then, have them output a professional opinion of who should get the prize and why.

Don’t hide behind numbers, educate your audience.

I really think this should be the dominant method of prize assignment for both award shows. Mass-polling asphyxiates all possible following argumentation, stifles intelligent discussion and kills innovation. If we want the awards to be more than just loud noise and bright lights, we should make a method switch as soon as possible. Make all awards function as the Nuovo award!

This is the part where I justify the title

Artistic currents have always defined themselves by agreeing or dissenting with other ideas, philosophies or political currents. The most dynamic times in artistic and philosophical thought coincide with historical periods where the balance of power is multipolar: during the Renaissance, the Industrial age or the 20th century, cultural evolution was driven by a continuous back-and-forth of competing opinions, theories or schools of thought. Hollywood cinematography wouldn’t be what it is now were it not for George Méliès, the German Expressionism, Italian Neorealism, the French Nouvelle Vague…

WHY do we allow a single North American, corporate-run event to act as the face for most game creators in the world?

The main reason we should work for better visibility of personal opinions at the GDC and IGF is to foster dissension of those same opinions by people, or groups of people. We SHOULD NOT all agree, that would be aberrant and incestuous. We SHOULD all pursue completely different directions to prove each other wrong.

We should become POLITICAL about what we do. We should talk about our work, and argue why it was made the way it was made, and people should be able to disagree on WHY, not on HOW it was made.

Imagine the mighty Tower of Babel, the place where everyone talked the same language and everyone understood each other. Now, imagine how FUCKING BORING it must have been…

Posted: March 24th, 2010
Categories: English, Events
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Comments: No Comments.

Thursday Schmursday

Today was the big lauch of the actual conference, and with it the opening of the GDC expo floor and the arrival of the big-name studios and high profile, high money guys. Actually, I kinda miss the Summits.

Conferences have gotten longer, more polished and with almost no time for Q&A in several of them… just like AAA games now that I think of it.

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Posted: March 12th, 2010
Categories: English, Events
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Comments: 2 Comments.

IGF Judgin’

Hey there.

I’m currently on the last stages of judging the IGF finalists… I have a lot to tell you about that, just not now… you’ll probably have to wait until I’m done. So…

Everything else is just dandy fine, just very busy. More on that when appropriate too. Damn NDAs.

Posted: January 26th, 2010
Categories: English
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Comments: No Comments.

GDC 08 – A Post-Mortem

A week has gone since I flew back from San Francisco to France. I had to jump in the flow of life right away, which didn’t really give me time to catch up on everything that had happened in that week. Maybe what remains now is what was more important? Anyways, Sunday is always a good day to look back.

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Posted: March 3rd, 2008
Categories: English, Events
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Comments: 1 Comment.

Adopt-a-Word!

Seeing as the conditions at the IGF pavilion weren’t optimal for poesysteme-ing, I decided to go towards the “performance” approach and have every visitor collaborate to create and maintain a poesysteme every day. The game only got rebooted when the game crashed and at the end of the day.

People could add one or several words and see how they would trounce or get trounced by the other words that were there already there, adding their contribution to the gene pool. Before they left, I asked them if they wanted to adopt a word, based on a “Love at first sight” algorithm. Upon seeing a word they liked, they were asked to write a quick sentence depicting what the word meant.

Their collaborative efforts result in this dictionary of the absurd.

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Posted: February 27th, 2008
Categories: English, Events, Poesysteme
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Lame excuse ahoy!

Okay, sorry I haven’t been able to pay more attention to this blog, it’s just that I’m putting in a bit of overtime on M.A.Z.E. to compensate the week I’ll be spending at GDC, which is also taking me time to get ready for.

I’m sure GDC will provide me with good stories to tell, and I’m also sure I’ll be unable to update this until I come back.

If you are attending GDC, I’d be glad to meet you! I should be stuck at the IGF Booth during the expo (Wed. to Fri.) to demo Poesysteme, and I think I won’t miss the IGDA party either (Tuesday, I think).

So, until then, then!

Posted: February 14th, 2008
Categories: Bio, English
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Comments: No Comments.

Poesysteme – critical reception

As a sort of before-after experiment, I wanted to see if there were going to be significant differences in terms of coverage before and after the GDC for Poesysteme. My hypothesis is YES, but we’ll see.

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Posted: February 8th, 2008
Categories: English, Poesysteme
Tags: , , ,
Comments: 4 Comments.

IGF Student Competition Entrant!

I’m proud to announce that Poesysteme  is an official IGF 2008 Student Competition Entrant.

No, actually, it’s true! Look here . Neat huh?

But then, look at the competition… Very good games all around! What a blessing/curse!

Oh well, we’ll see on “Monday, December 17th” according to the e-mail.

Posted: October 24th, 2007
Categories: English, Game Design
Tags: , , ,
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