I’ve been off the grid for a while. A victim of that heinous strain of flu virus that’s been curb-stompin’ my peer group. The worst of it was being kept from attending THE GAME DEVELOPERS CONFERENCE in San Francisco. This annual event brings together the video game community for a week of keynote speeches, presentations, parties, and other assorted mindshare. My part to play was a presentation about some of the transmedia work I’ve done, but more importantly the collaborative approach to content creation we use at HEROES. Our system has much in common with SCRUM, and I was looking forward to sharing stories about our successes, and failures. But the influenza said “Nix.”
I’ve been obsessed with GDC for years. Primarily because I’m always trying to learn how to be better at what I do. But also for inspiration. The speakers at GDC often have a tremendous passion for their work, a willingness to share what they’ve learned, and a forward looking spirit that gets my mind excited about how I can be a part of “what’s next.”
I don’t think there is a similar culture of continuing education in Hollywood. And certainly not a week long event where the greatest minds in the industry gather to… err… help each other. The closest you can get would be some of the more candid DVD commentaries. (All the Robert Rodriguez comms are great, Spy Kids 2&3 in particular.)
To get you on the continuing education tip — I want to point you toward a few talks from past GDC’s that I found incredibly valuable. Though the speakers were talking about GAMES, and the games industry, everything they said resonated with my experiences in TV, and MOVIES. They are available for download at gdcradio.net (the search function isn’t the best, but it’s worth the effort)
Episodic Content: Viva La Evolution! Neil Young — GDC 2002
Neil was lead designer on a video game called Majestic. It was essentially a serialized Alternate Reality Game for monthly subscribers. It was a work of genius. And a financial disaster. The lessons Neil learned from the experience, and shares in this brilliant talk, are germane to all my take-homes from ALIAS, LOST, and HEROES. Then why am I still in the serialized storytelling business? If more people would listen to this talk. And get educated about the form. People wouldn’t keep making the same mistakes.
This is Not a Game: A discussion on the creation of the AI web experience. Elan Lee — GDC 2002. Elan is one of that brilliant gang responsible for the new form of storytelling called the Alternate Reality Game. The most culturally impactful being the THE BEAST, which was built as a viral marketing campaign for the Spielberg Film A.I., and I LOVE BEES, which supported the launch of HALO 2 on the the XBOX. Elan’s enthusiasm, and candor in discussing his team’s lack of preparation for the way players dedicated themselves to cracking the secrets of the game, is similar to my experiences working on the ARGs for ALIAS, and HEROES. Elan’s dogmatic support of never breaking the fourth wall is something I disagree with strongly. And I think he may have come to a different take on this as well. ;-]
Production Through Collaboration: Escalating Demands on the Producer. Dave Perry — GDC 2004. This is a great primer for anyone wondering what a Producer does. From the gaming perspective, but applicable to FILM, TV, and anything else that needs producing. Dave’s eloquence, willingness to share his secrets, and his ability to highlight the relevant bits you never thought of, is worth multiple listens. Attach to brands!
Missing this years conference was a crushing disappointment. But soon I’ll be able to download Ken Levine’s presentation about the narrative in BioShock. And all the others too. By not being there in person, I’d like to think I prevented a pandemic. But I’m sad I wasn’t able to infect them with my ideas, respect, and gratitude.
PS — The worst part? I was supposed to meet Jane McGonigal! In person! ARRRRGGGGG!


