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Opinion: GDC Exec Director On The Future Of Game Conferences

Jamil Moledina, who is the executive director of the Game Developers Conference, has weighed in with an important opinion piece on the future of the video game conference, from GDC to E3 and beyond, following E3's major restructuring this week.

Simon Carless, Blogger

August 3, 2006

4 Min Read
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[Jamil Moledina, who is the executive director of the Game Developers Conference (part of the CMP Game Group, as is Gamasutra), has weighed in with an important opinion piece on the future of the video game conference, following E3's major restructuring this week.] The contraction and distillation of E3 into a 5,000-person event is as shocking as it is reasonable. As far as I can tell from my communications with ESA president Doug Lowenstein, E3 isn't about to disappear altogether, but will continue to service the publisher-media-retailer connection through a more tailored methodology. Therefore, I expect our two events will continue to provide a complementary balance to each other. The more visible area that is being removed from the E3 experience is the vicarious consumer presence, where gamers with vaguely game industry-ish credentials could get hands on with playable games. Likely heirs to that essential consumer sector are the Penny Arcade Expo in Seattle and America's VideoGame Expo in Philadelphia, as well as the Games Convention in Leipzig and the Tokyo Game Show on an international level. However, behind the scenes, a great deal of business took place at E3 between publishers and developers, middleware providers, outsourcers, peripheral providers, R&D technologists, international consortia, and all the innovative prospects in Kentia. Much of this was a continuation of dialogue from GDC, but those who only exhibited at E3 are now evaluating how they can meet their goals in the resulting event ecosystem. Now that GDC is the largest game industry-only event in the world, I expect many of them will look to us to see if there is a fit. Rather than shoehorning E3 ex-pats into our existing structure, our team is reaching out to customize a package of opportunities at GDC that fits a budget that's rational to them. Let's take for example publishers, who already have a firm presence at GDC. Publishers participate through sending teams to attend, by sponsoring and exhibiting, and by submitting sessions for editorial consideration. For the past few years, savvy publishers have been seeing GDC as a way to validate their new franchises, and working with us to propose editorially sound sessions. For example, EA's Will Wright presented a session outlining procedural animation in Spore as the first public unveiling of the game, as did Ubisoft's Jade Raymond and Patrice Desilets with the next-gen gameplay elements of Assassin's Creed. And that's the critical difference between GDC and E3. While E3 was a large expo for publishers to present their upcoming games to retailers in an expo form, GDC has always been about the attendees valuing our editorially balanced sessions. Our attendees know they're getting solid learning and inspiration from their peers, and so they trust that the information is sound. They rely on the standards of the 20 industry veterans evaluating the submitted sessions, who then balance their decisions on years of accumulated attendee feedback. In turn, when developers preview their games at GDC through this process, they get a naturally well-placed audience, of the top people in the industry building word-of-mouth for their game. It's a win-win for the speakers, the attendees, and the publishers' marketing teams. The same applies to our keynotes. GDC keynotes are part of the editorial content of the show. All keynote prospects receive the same set of editorial guidelines outlining suggested areas of attendee interest. We then work together in a collaborative process to deliver those elements on stage, be they never-before-seen technical demos that showcase a platform, or the philosophy that led to a particular market focus. In terms of next year, with the big platform reveals out of the way, we are looking for a more creative perspective, and the platforms are already in agreement on that. So I don't expect that we will change GDC much based on this announcement. It has already been a working mandate for us to include the business side of the game industry. Examples include our Business and Management track, our partnership with Game Connection, which is speed dating for developers and publishers, and a new component that will debut at GDC 07 that targets executives and publishers. However, GDC works because it maintains its collegiate, intimate atmosphere, where developers are free to share ideas with each other in the hallways, where vendors on the show floor can actually answer all of your questions in a business-like setting. It's this special balance of editorial integrity and high-impact networking that developers tell me they love about the GDC, and we're not about to change that. If you're an E3 ex-pat, and you're curious whether there's a fit at GDC, feel free to contact me directly at [email protected]. [This editorial also appears at Gamesindustry.biz - thanks to them for commissioning it from Jamil in the first place.]

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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