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Back
in March, when almost every tech-related industry was riding enormous
aftershocks from a slowing economy, the Game
Developers Conference, a convocation of computer and videogame
professionals held annually at the On
the GDC showroom floor, the shift in feeling from last year to now was
perceptible. Not that people were
wandering the booths in fear and dread -- the after-hours booth crawls and parties were still pretty raucous.
It’s just that the top-of-the-world electric buzz wasn't there any
more. Last
year at the parties, when they weren't shouting "Wazzupp?!" at each
other, game developers were actually dancing.
For a while there, when the marble-lined So
compared with 2000, this year's proceedings seemed somewhat muted, coming from
an industry just a little more humble than before. And going by this year's
GDC, you get the impression it still has a lot to be humble about.
Everywhere you turn -- a farcical awards ceremony here, another
derivative game there, a dearth of female colleagues pretty much everywhere --
are intimations of an industry that isn't quite ready or willing to enter the
mainstream. But to be sure, there
were also signs that suggested just the opposite: new technology agile enough
to torque the ambitions of future games, and leaders in the field serious
about their art, and its potential to transform it into the dominant medium of
the new century. I
was on hand to see both the good and bad influences that will impact the games
we play. This is my journal from a
trip to GDC 2001. |
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Copyright 2001, Ola Balola LLC. |
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