05.17.08

Nordic Game 2008

Posted in Game design, Game news, Games, Personal at 01:14 by Jonas

So this week has been relatively interesting. Events have occured that were worthy of bloggage. I will now try (and fail) to do them justice. I will also include photos, and this will possibly help. Buckle up, it’s gonna be a long one - even for me.

Insertion and Recon

Malmö - park near the libraryThe conference started Wednesday, but I went to Malmö (roughly pronounced Marlm-soundthatdoesntexistinEnglish) on Tuesday so I wouldn’t have to rush off to check in half-way through the conference. On my way to the hostel, I realized I could pretty much walk the whole way through parks, just occasionally crossing the road to get from one park to the next. This turned out to be a good thing, because I ended up walking that route 7 times throughout Tuesday.

Malmö - generic plazaAfter I’d dumped my baggage at the hostel around noon, I grabbed some lunch and then headed back to the station to meet Ruben. I was fairly excited about this, since I’ve known Ruben online for years ever since he tested my NWN module and recruited me to play in his massive DM’d campaign. For the best DM I’ve ever had the honour of playing with, I was a little disappointed to find that he wasn’t an enormous immortal being of pure light, but he was a nice guy, so I quickly forgave him for letting down my expectations. (Dunno if Ruben would want me posting a picture of him here, so I won’t). We took a few walks around town, then split up to relax before dinner. We met up again half past 6 and quickly found a nice but affordable place to eat. Then we wandered around a bit, had some coffee, and went back to sleep.

Day 1

Nordic Game - Tt Games keynoteWednesday morning, Ruben and I met up with Rasmus at the conference and registered. Mercifully, there was free coffee and breakfast before the first keynote. Which, incidentally, began with Jonathan Smith and a couple of other guys from Tt Games (they of LEGO Star Wars) being led on-stage by Darth Vader and a couple of Imperial Stormtroopers. The talk was interesting, if nothing special; a rundown of the company’s history, culture, and philosophy - information of no use outside the industry, but of real interest to people like me, who collect such knowledge about various companies.

The next talk I attended (alone) was a two-part rundown of how Massive Entertainment created the story and the graphics, respectively, for World in Conflict. The main thing I took away from there was that it’s completely intimidating how much work goes into a single building in a modern game. After lunch was a talk comparing character design in Eastern and Western games, which was somewhat hampered by sluggish translation. The main thing here was getting to see previously unreleased concept art from two apparently quite secret games that Rare are making! The sci-fi game looked a bit generic, but the fantasy game was extremely interesting - gothic in a Tim Burton meets American McGee’s Alice way. Can’t wait to see what it’ll be all about.

The next talk was The Birth of a Society by three high-ranking CCP people (two of which had Ph.D.’s) about economics, democracy, and emergent gameplay in EVE Online. Just like last year, I left the conference with a sense that I needed to play EVE, but as Jim Rossignol said on the next talk, EVE sometimes seems like a better game to write about than to play. The main point to take away from this presentation was definitely that single-sharded MMOG’s can build far greater worth as a network than games with multiple shards, because sharding an MMOG essentially puts a ceiling on the possible amount of connections and relationships players can form in the game.

Ste Curran about storiesThe day’s talks were rounded off with a keynote entitled Stories about Stories, wherein Ste Curran read from a short story he’d written in 7 chapters. It was very evocative stuff about a personal experience he’d had with Singstar, and it seemed to be intended to legitimize more “casual” games as a medium to let players create their own stories (not all that surprising considering the profile of his company). Between each chapter, one of Curran’s friends came on-stage to share personal anecdotes, poems, and Jonathan Smith had even composed a song about his dislike for games with long-winded stories that take themselves far too seriously. It was hilarious - it was Jonathan Coulton-grade material.

Intermission

The party.Dinner was interrupted by a largely annoying live broadcast of One Life Left who had been called upon to host the Nordic Game Awards - annoying because they seemed to primarily address their listeners so we who had paid ridiculous sums to attend the conference seemed to take second priority all of a sudden. The awards themselves seemed a little quaint with just three (symbolic?) awards; most hilarious was the fact that Crayon Physics was competing with Kane & Lynch and World in Conflict for the main award for Best Nordic Game.

The party.After the show, we travelled en masse to a club in the inner city where the drinks were free for a few hours. Ruben, Rasmus, and I ended up at the same table as some pretty clever Swedish computer science students that we spent the rest of the party shouting to over the music. Ruben showed them all his Risk-in-space mobile game, Galaxy Conquest, and somehow one of them gave me a pretty handy rundown of various production models. We called it a night around 11 pm and went back to our respective hotels.

Day 2

Rock Band geekery.Getting up slightly later and with no hangover because I never have those (go go super-metabolism!) I attended the first keynote by a couple of the Rock Band developers with Rasmus. Ruben was absent because he had to pick up something he called a “girlfriend” in Copenhagen, so he missed out on a live performance of Queens of the Stone Age’s highly enjoyable Go With the Flow in Rock Band and a chance to win one of 10 instrument bundles they gave away for free (alas, neither of us won anything).

Rock Band’s epicness pushed the next presentation a bit over time: Independence Day was a roundtable with notable industry figures about the histories of their respective independent companies. The stories told were remarkably different with John Chasey’s Finblade being a smaller mobile game studio, Hilmar Pétursson’s CCP being probably the biggest studio in Scandinavia thanks to running EVE Online, and Tameem Antoniades’ Ninja Theory being an honest-to-god independent AAA game studio (apparently they do exist! The legends were true after all). The main lesson I took away from that talk was: Be prepared to go bankrupt once or twice and work for free for months at a time until you finish your first game.

Lunch in good company.Lunch on day two offered the only hint of fanboyism I allowed myself to exhibit at the conference, as I sat next to Rossignol while he seemed to be interviewing Hilmar Pétursson (presumably about EVE). I wouldn’t honestly call myself a fan of Jim Rossignol because it’s just plain weird to be a fan of a journalist, but I have read a lot of his writing for a while, and I always enjoy his words, so it was neat to see him in person.

Disruptive Design session.After lunch, it turned out I was spending the whole day in Scania, the biggest hall, because the final talk of the conference, Disruptive Design, had been moved in there from the second largest hall, no doubt as a result of the realization that everybody was attending it. Another roundtable presenting four drastically different approaches to its subjects, first that of Harmonix with their disruptive strategy of designing games based on obscure or custom peripherals, then that of Team Silent’s more emotionally disruptive horror games followed by Ninja Theory’s incredibly disruptive experiences with changing a whole game based on the whims of a single big-name mo-cap actor, and finished off with the Team Ico’s fantastically artful games - again a more emotional approach to this elusive “disruptive design”.

Exfiltration

Malmö at its most charming.As the disruptive design session ended, we decided to ditch the Northern Lights roundtable on the topic of “What makes Nordic game developers unique in a competitive global games industry?” as we remember it from last year being quite the mutual backslapping session. Ruben went back to attend to that girlfriend of his and Rasmus and I caught the train back to Denmark, deftly beating the crowd. A very interesting trip with lots of new intellectual input. Overall it was Malmö and meeting Ruben that made the greatest impression though, as I felt the conference was slightly too focused on networking and recruiting this year, more than the presentations - not very useful for me, as I have an education to finish before I move to Iceland or something crazy like that.

6 Comments »

  1. Casper said,

    May 18, 2008 at 08:44

    Interessting post, I’ll have to attend it next year, but maybe you’re going to GDC? ;)

  2. Jonas said,

    May 18, 2008 at 13:02

    Oh man I’d love to. I oughta combine it with a general trip around the ‘States. Too bad the GDC is in the middle of the spring semester…

  3. Gelo said,

    May 19, 2008 at 03:20

    Sounds like a rewarding experience. Gotta love your t-shirt too ;-).

  4. Jonas said,

    May 19, 2008 at 13:43

    Hahah yes! That t-shirt was very deliberately chosen for the first day of the conference :P

  5. EER said,

    May 23, 2008 at 06:19

    It seems to have been very interesting. Unfortunately, there is something I miss here… http://rooc.offtopicproductions.com/blog/2007/05/15/look-what-i-got/ :P

  6. Jonas said,

    May 23, 2008 at 08:35

    Well the novelty kinda wears off the second time. However, when I eventually graduate from “Academic” to “Delegate”, I’ll post another photo ;)

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