Game Development Community

Lessons from IGC

by Brad Schick · in General Discussion · 11/04/2002 (11:40 pm) · 17 replies

I didn't know what to expect from IGC. To be honest, I may not have even gone if not for the opportunity to show off my game Robot Battle (shameless plug). Now that its over, I'm really glad I went. The conference was both fun and enlightening. Since many people couldn't make it to Eugene, I thought I'd share a few of my own thoughts...


1. There are a lot of like-minded, enthusiastic, friendly, and fun people in this community. It may sound corny, but in some ways the IGC felt like a huge extended family gathering (albeit a rather odd family, with no female members). After the IGC, I'm convinced that whether you are putting a team together or looking to join a team, there are good people out there. I also realized that there is no substitute for talking with people directly. If you can't meet with potential contractors, employees, or employers face-to-face, then at least talk to them on the telephone.


2. Before attending the IGC, I had mistakenly assumed that almost all "indy" groups were either hobbyists, like myself, or eager young people. What I found at the conference is that at least some indy teams are well run small businesses. These teams formally interview employees and contractors, have legal agreements, status meetings, milestones, sales and cost estimates, etc. These teams are making games with very high production values.

There is still room for the hobbyist, but in my opinion their games will be outclasses by well run indy businesses. If you are a hobbyist, as I am now, that should not be earth shattering news since game development is not your primary source of income. If on the other hand, you plan to make a living selling games or would like your hobby to become something more, you should get organized. If you do not have the experience or desire to run a business, you might consider starting out working with someone else who does or keeping it a hobby.


3. Randy Dersham (formerly of Electronic Arts) gave a presentation about mainstream publishers. His presentation could be summed up by saying that large publishers are looking to reduce risks. An important way they reduce risk is by sticking with what he called "proven successful" games and developers (he must have said "proven successful" 10 times). In other words, publishers look for games or talented developers that have sold well in the past and then do it again. Randy also said most large publishers are attempted to sell larger quantities of fewer titles. They are ditching games that can not sell hundreds of thousands of copies.

His presentation really made it clear that there is a growing opportunity for smaller developers. Particularly those developers willing to take risks on games with novel (unproven) game play or games that target niche markets. The more EA focuses on proven formula games with better graphics, the more opportunities there are for small developers to snag players who want something different. Likewise, the more large publishers ignore small markets, the more markets open up for us to fill. I think many indies realize these points intuitively, but it was good to get confirmation from someone who knows how EA works.


4. If Jeff and crew had decided to sell indy cheese, Jay Moore could probably still get people excited about it and line up a bunch of sponsors for their first ICC :)


-Brad

#1
11/05/2002 (12:56 am)
Haha, Indy Cheese Conference, good one. lol. I wish I could have attended, sounds like it was fun. I live in Corvalis, Oregon too, so it wouldn't be much of a trek for me, but didn't have the time.
#2
11/05/2002 (4:28 am)
Great post. Thank you for the info. Every little bit keeps the fire stoked.
#3
11/05/2002 (7:58 am)
Quote:4. If Jeff and crew had decided to sell indy cheese, Jay Moore could probably still get people excited about it and line up a bunch of sponsors for their first ICC :)

roflmao :D

Great assessment, Brad. I took it in the same manner. It was interesting to see that there is a prominent line dividing the community between Small Business and Hobbyist. Not that that is a bad thing, just something I hadn't really thought about. There were many eye openers.
#4
11/05/2002 (8:03 am)
It was worth attending just to see Phils "Pussy" 'slide-up' the leader board!

It was also good meeting you Brad. Can't wait to see Robot Battle on the Torque.

- Melv.
#5
11/05/2002 (11:02 am)
Actually, IIRC there IS a cheese that comes from northwestern Oregon: Chinook, I think... or Chillawakii. One's a cheese, and one's a corn. lol

And though it's on the other side of the state, and a few miles into Washington--we can't forget the Walla Walla onion (yummy). Walla Walla: The town so nice, they named it twice!

lol

To quote Alf: "I kill me!"

Eric
#6
11/05/2002 (12:11 pm)
Lessons learned: Next year bring more CAT 5 ;)
#7
11/05/2002 (12:42 pm)
Or even better... more cat5 that actually works.
#8
11/05/2002 (1:18 pm)
Hey, they even had to use my CAT5 patch as the uplink at some point... ;)
And we now know Spank Dog personnally, or if not it, its siblings... 8p
Great fun, great people, great time...
(back to writing my coverage for macgamer.com... ;P)
See ya all next time if not before...
#9
11/05/2002 (7:16 pm)
Tillamook Cheese
Chinook Salmon
Chillawakii... I have no idea what that is. :)

Anyway, the IGC was a blast. It was cool meeting and talking with fellow artists from the GG community. Can't wait until the next one.
#10
11/05/2002 (7:40 pm)
instead of CAT5 get a wireless network gear company to sponser the next one and supply "demo" equipement and have access points and loan out a bunch of 802.11a network cards, usb dongles and pcmcia cards, then no cabling issues!

I have an 802.11a setup in my house and it works great. Ad hoc point to point connections are way more convienent than lugging around a ethernet hub just to transfer files around.

It is the 2k's, wireless is here.
#11
11/05/2002 (7:51 pm)
The did have wireless LAN connectivity at IGC, everyone who brought their laptops with a card could access it. The machines generously provided by NVIDIA didn't come with wireless cards and frankly were set up just in time for the conference. We were thankful for any network connectivity at all.
#12
11/06/2002 (6:11 am)
Another lesson learned: Advertise the wireless access next time :)

That was sorta a last minute addition, I bought the router for the con on Wednesday :)

Yet Another Lesson (tm): There are a crapload of dedicated, talented people making a go at this. And, some really fine games about to come out. And, GG made a helluva go at an innaguaral (how do you spell that?) convention.

VEry much looking forward to the next one.
#13
11/06/2002 (5:50 pm)
Brad,

Can you post all the winners from Robot Battle?
Also, any way to get a signed Robot Battle for when I buy it through GG?


Ed,

After the Cat5, don't forget that you need tremendous power! :-) Thank God for the generator!


All,

I enjoyed meeting everyone and look forward to playing your games. I'll try to get my notes published for Mark's presentation by this weekend.

Tim Emmerich
GraceWorks Interactive
#14
11/06/2002 (7:24 pm)
Well since you are the first promised sale (to a non-relative), I'll sign whatever you want me to :)

Although with online downloads, you might be stuck with a digital signature.

I didn't get permission to upload the IGC bots. I have a feeling people might not want to share their quick and dirty 2 hour creations, but I'll ask the top 4...

-Brad
#15
11/06/2002 (10:43 pm)
You can upload mine if you want. It's definately a dirty hack, but should give people some ideas on things to do and NOT to do.

I know I was very surprised to get 2nd place after coming in last during the free-for-all.
#16
11/07/2002 (1:57 am)
Yeah IGC was a blast, what sums it up for me was at the end Jay saying it was over and to say goodbye to a everyone since you might not see them again... it kind of fealt like really strange... it was like "oh yeah these guys aren't the people I see down the pub everyweek and I won't be seeing them for a while!" (well the next IGC :)

Was nice to play Robot Battle havn't played a game like it since "Omega" by Origin (which was no doubt based on an older game). But that was back when I was like 8 or something.

If anyone cares about the robots rushed through at the IGC then they're welcome to 'mine' (that's a bit rich for a few code mods). Still can't believe I won...

For those that didn't attend IGC the robotbattle contest was a 1 on 1 knockout, but we ran a mass furball first... For which my bot won both. "Pussy" (Phil C's robot) was the source of endless amusement, it even lead the furball for the first 100ish rounds! Labrats bot managed to come a complete last without even many points... yet managed a sound second in the 1 on 1's. However that was probably because the bot was an abject coward and in a 8+ bot arena the size of a postage stamp there was nowhere to hide ;)

For what it's worth i'll buy it when it's out... (nothing related to winning $1000+ of stuff from it :) i'll have to start my digital signature collection too. Strangly i'll bet there's plenty of coders here that would greatly enjoy it.

I think I found the publishing talk to hammer home one thing... Indies ain't going to get funding, and they REALLY arn't going to get funding for the first project. Which is something most of us knew anyway. But I like Jeff's "True Indie" way better.

All in all, well worth the 40+ hours of travelling (eek!). Amazing work for Jay organising it, and thanks to everyone that made it what it was (great presenations / great venue / great people)! I learnt a lot, guess i'll need a game to demo for the next one :)
#17
11/11/2002 (4:25 am)
Brad,

I don't know where I ended up, but feel free to post mine wherever you want. I just want it noted that I started from scratch and not from one of the demo bots!

tim