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Features

Event Wrap-Up: Austin Game Conference and Women's Game Conference
More
than 1,400 people attended the Austin Game Conference (AGC) and
Women's Game Conference (WGC) in Austin, Texas, September 9 and
10, according to the organizers of the first event. The turnout,
estimated to have doubled last year's, felt lighter than that, however,
as the group was contained to only one side of the Austin Convention
Center. In a short walk down any of the main hallways, you could
find a gaggle of Texans, mostly elderly, following the direction
of small poster boards leading the way to the other convention:
the 2004 Federation of Genealogical Societies Conference. Most AGC
attendees agreed that the show was smaller than expected, especially
the Technology Pavilion and Attendee Lounge.
Of
course, because the show took place in Austin, buzz lingered on
Acclaim, who locked developers out of its Austin studio about two
weeks before when it filed for Chapter 7 bankruptcy. Former Acclaim
employees might not have known at the time, but at least two companies
present at the show were actively recruiting new Texas talent.
Unlike
the protocol of most other conferences, most attendees spent their
time listening to panel discussions rather than walking the show
floor. Alienbrain, Nokia, Midway, Activision, and a handful of other
companies also held booths, although their presence at the conference
was in general minimal.
Game
educational institutions The Guildhall at Southern Methodist University,
University of Advancing Technology, Austin Community College, and
the Academy of Art University all held a booth slot. Representatives
from The Guildhall actively advertised one of its scholarships,
which is given to aspiring female game developers, and announced
a new scholarship recipient at the show.
As
for the actual lectures, it's important to note that, according
to AGC literature, the Austin Game Conference was specifically focused
on the "needs of professionals focused on next generation game
development in multiplayer internet-based games and mobile games,"
a fact not necessarily obvious given the name of the gathering.
Hence the MMOG-heavy lecture and roundtable structure, something
that helped give some drive to the relatively small conference.
Since
the conference's panel discussions were disparate, small, and narrowly
focused, they let attendees participate in very specific topics,
intimately. The sessions fell under seven categories, including
mobile, which was billed as a standalone conference, although it
was clearly integrated with AGC. The categories were: Online Design;
Online Production; Online Tech and Art; Online Service; Console;
Development Pipeline; and Mobile.
The
keynote address on Sept. 9 for the AGC, given by Scott Henson (Microsoft
Xbox) and Glen Van Datta (Sony, Computer Entertainment) was well
attended. Each speaker addressed the crowd with a PowerPoint presentation
that highlighted how their respective companies are positioned to
turn a profit, glossing over the topic "The Massively Multiplayer
Console is Coming."
Henson
broke up his PowerPoint presentation with a short film of quotes
(read: sound bytes) from 2004 GDC attendees, almost exclusively
male, saying what they really want out of their games. Henson summarized
that the features these players desire-by and large more advance
graphics, speed, and so forth - are changing from "nice"
to "necessity."
PlayStation
MMOGs "are really here," said Sony's Van Datta. Despite
the extremely blatant corporate, advertising speak, the audience
seemed to tolerate Van Datta and Henson's comments.
Other
roundtables or lectures included "Keeping customers happy,"
"The Challenges of Persistent Gaming on Consoles," and
"Building Massively Multiplayer Games on a Budget," and
a combination of interesting speakers and a small audience kept
the proceedings interesting and well focused.
Elsewhere,
the WGC - the first women's game conference in America - opened
its track with a brief address by Conference Chair Sheri Graner
Ray and Kathy Schoback, vice president of content strategy at Infinium
Labs. Unlike the AGC keynote room, which was set up like a standard
auditorium (orderly rows of chairs and a podium at the front), the
WGC keynote contained about two dozen large, round tables that could
seat at least 10 people at each. Although the keynote was supposed
to take place in a room set up like the AGC keynote room, after
it was moved to the more informal setting, speakers and attendees
agreed that they preferred the tea room setup because it encouraged
participants to converse before and after the panel discussions.
At
the WGC, all the panel sessions took place in the same room-the
one set up to facilitate follow-up discussions after each panel.
In one panel, audience members were asked to identify themselves
(by show of hands) as being either in the game industry, aspiring
to be in the industry, or other. Easily more than half acknowledged
that they wanted to work in the industry, many indicating that they
worked in complementing fields, such as digital arts, graphic design,
or film. However, knowing the audience's makeup, most speakers seemed
to tailor what they said to address them, sometimes allowing the
developers in the audience to contribute facts or anecdotes as well.
Discussions
on the first day at the Women's Game Conference were: Identifying
the Issues; Getting to the Top; Work Sessions on Topic (where table
discussions focused on specific topics that were decided in a previous
panel); and a Work Session and Report Out (where each table then
presented its discussion and solutions identified with the conference,
allowing for any final questions as well).
Recruiting
service Mary-Margaret.com sponsored a party Thursday evening, and
the crowd that filled the multitudinous rooms at The Copper Tank
bar on Trinity Street seemed a greater mass than the attendance
of the first day of the conference.
Friday,
the AGC opened with a keynote address on Virtual Property in the
Age of Wonder by noted virtual world economist Edward Castronova,
and the WGC opened with a slightly delayed keynote from Patricia
Vance, president of the Entertainment Software Rating Board.
After
more than 15 minutes of delay due to a technical problem, Vance
spoke to the crowd sans slide presentation and speech. She ad-libbed
from an outline of her speech, telling personal stories about her
three daughters and how they, as females, interacted with toys and
the world differently than a few young boy who spent a day at her
home. "Women play differently than men," she said, connecting
her story more directly to the game industry. She added that, although
women play differently, they are not for the most part in the studios
creating the games that they would play, or implementing their ideas
on how they would want to play a game differently.
Vance's
talk slowly drifted away from the issue of women in gaming when
questions were opened to the audience. Audience members instead
asked questions about the ESRB, possibly indicating some level of
unfamiliarity with it (seeing as many, likely, do not currently
work in the game industry, as illustrated the day before by the
informal audience survey). However, the question and answer period
did illustrate that the audience was interested in learning more
about the industry, not just the role and future role of females
in it.
Another
WGC conference panel later on Friday was titled "The Right
Man for the Job May
Be a Woman
But How Do We Find Her?" Clarinda Merripen
of Cyberlore, Margaret Wallace of Skunk Studios, Linda Powers of
NCsoft, and others discussed specific methods they use to accrue
a diverse applicant pool. Wallace said, "We don't specifically
look to hire a woman. That would be illegal."
Merripen
offered her company's trick of using the words "woman or man"
instead of "person" when writing up a job description
because it "communicates the friendliness of the work environment
to women."
Another
sound piece of advice from "The Right Man" panel was to
explain lapses of employment on your resume, especially if you took
time off to have a child or raise a family. Interviewers might not
ask about it, but you should take the initiative to explain your
circumstances.
Throughout
the WGC, the value of having a college degree on one's resume was
touted, as was the value of having a mentor, once employed. Most
panelists, including recruiter Robin McShaffrey of Mary-Margaret.com,
agreed that a degree on one's resume illustrates that the candidate
is capable of completing long-term goals, a trait game businesses
want in candidates no matter their specific field. Finding a mentor
once employed allows game industry professionals to learn the business
from a different perspective and from someone other than their direct
bosses.
By
Friday afternoon, a wall of heavy clouds finally occluded the high
and blazing Texas sun, although AGC and WGC attendees might not
have known it inside the convention center, where the conferences'
wind-down times actually seemed a bit more lively than the kick-offs.
Possibly, conference goers nowadays have to remember what to expect
when they hit the smaller shows - the E3 antitheses.
The
business is still younger than three decades, and certain issues
of gender-bias in the field are grossly simplified: does this mean
the game industry has settled in its ways too soon or does it indicate
ample opportunities for future improvements, slow-going as they
may be? Questions such as these, steeped in theory, philosophy,
and ethics (or sometimes heretical ideas) hung between attendees,
sometimes verbalized, and sometimes only loosely pointed to.
Audio
recordings of all the panel discussions for AGC and WGC will soon
be available for purchase from the organizers online at www.gameconference.com/index.html.
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