IGDA London/Topics

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Topics

We've all debated the developer vs publisher roles within the industry, but this discussion should take a slightly different view: There is a mutual dependence between the two, but out of this dependence games can still be developed without a publisher but a publisher cannot produce a game! Putting financial issues to onside, what does this mean to the developer?

This discussion should look at what makes the IGDA different from similar organisations like TIGA. Since the IGDA represents the world of game development, what could it do to raise its awareness? To raise its awareness, is it possible for it to remain a non-profit organisation?

I agree that it's nice to be promised a technology that offers substantially more data throughput, but how can developers from all areas of game development take full advantage of this? After all we will never be able to recreate every facet of the known Universe!

How far can it be said that playing games is a viable form of exercise, as opposed to more traditional methods? Does the industry consider this as a very viable business beyond its standing today?

How young is 'too young' to play games? If there is no such limitation, should we be restricting game genres to certain age categories, as opposed to game content guidelines? Is no censorship a realistic option for games? The title probably needs a bit of work!

As has been said a million times before, the days of the bedroom coder are long gone. Given the state of the industry as it stands, what should the start-up studio look out for to avoid failure?

What is it that publisher's want to see from a development studio. Are their demands reasonable and what can the developer do to meet them? Could also include a discussion of how to build long term value in your studio (IP) in order to balance the publisher/developer relationship.

Needs summary

Needs summary

a speech by the Introversion guys. (http://www.introversion.co.uk/) - Just done a creativity event so maybe hold this for a while.

sort of 'reclaiming the awards' for the industry, from the mysterious judges of develop magazine awards.. we get 4/5 people to be advocates for a particular game, talk about it for a few minutes, have videos or even the game to play, and then the audience votes for who was the best.

I don't know if you've seen the Indie Game Jam (http://www.indiegamejam.com/) stuff but it's a day of experimental game design and is very interesting. It would take some organising (well, we'd probably need to find a sympathetic game studio to host it) but a UK/London version would be very cool. Basically we'd have a basic engine together already and put people into small teams(they'd probably have to pre-register) and give them a topic to play around with for a day, with everyone coming together at the end to share each other's work, sticking it online at the end. (people might have their own laptops to do this on, or might need PCs provided).


Developers create technology for their games - can they then develop additional revenue by selling that to non-game industries such as military or education?

Could this be a fairly easy "filler" event, if we can get the Company Advocate plan off the ground?

Product demos

  • Nintendo DS. We have had the PSP. Maybe one day we can get someone to show off the DS.
  • Other software or hardware?

Socials

DS/PSP + beer. Mix.

  • (New Big London Developed Game) show down

A tournament for a newly released (or better yet, soon to be released) game. Completely marketing, and gamer rather than developer orientated (but then it is a social).

Hyde Park, BBQ & drinks on a sunny Sunday afternoon? http://www.coloradogamedev.org/meetings.php?20060807

Past Topics

is a very interesting (small, focused and cheap, but powerful) 3d modelling package we're starting to use for game design here at Climax. I wonder if people would be interested in a demo? (http://www.sketchup.com/). http://www.igda.org/london/meetingreports/200508/

recognising emotional expression in avatars etc., and activity and passivity in VR environments plus how VR can be used in education etc. http://www.igda.org/london/meetingreports/200609/

gameplay elements of killer mobile titles http://www.igda.org/london/meetingreports/200606/

What is it about the retro games with their four-bit graphics and monotoned sounds that keep us coming back for more? There are arguments that point toward nostalgia, but not everyone with an interest in these games was born at the time of the title's peak. Why can't the fancy technology of today get along the gameplay of yesteryear? http://www.igda.org/london/meetingreports/200511/

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