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Project Horseshoe

Project Horseshoe: Summer Camp for Game Designers

| 8 Nov 2007 21:00
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 "WarCraft 2030" - Pyxelated from Deviantart
"WarCraft 2030" - Pyxelated from Deviantart

"What I don't want is this." Sellers showed a painting titled Warcraft 2030 by artist Pyxelated. It shows a tattered youth in the corned of a room, motionless and plugged into a pair of virtual reality goggles.

"To me, this is not what I imagine when I imagine people's connectedness," Sellers said. He went on to talk about games like Façade, if they would ever be scaled into an MMOG and the questions that might raise. "Somebody asked me: Is there relationship loot? I still don't know the answer to that question, or whether it's right to reduce relationship rewards to 'loot.'"

Sellers ended his presentation with a look forward into Social AI and new ways of telling stories in games by enabling players to create meaningful goals. The talk ended not with answers but more questions.

Next on the agenda was a candid talk from Electronic Arts general manager Mike Verdu. He spoke about his experiences on a succession of RTS games, and how high-performance teams and small teams within a large project should replace the traditional structure of leads and departments of art, design and programming. Team size affects creativity in a profound way, he said.

The final industry veteran to address his peers asked that the session not be recorded. He spoke of leaving the game industry, becoming an educator and his eventual return. Only now he's keeping a low profile. No more interviews, no more conference talks.

The vet looked at issues of legitimacy and legacy, discussed the "Clock of the Long Now" and research that showed the most lasting human monument was one made of large rocks piled high. After an intensely personal story, the developer concluded with a quote from Gandhi to sum up perseverance in the game industry. "Whatever you do will be insignificant, but it is very important that you do it."

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Afterward it was time to divide into four workgroups, each tackling a subject for study. For starters, three dozen-odd suggested topics had to be clumped into just four. The facilitators worked with the audience in what looked like a combination of commodities trader, short order cook and Japanese game show host. After much debate, the groups would focus on story in games, professionalism in the industry, regressive business models and creating games based on emotions other than fear.

After lunch, the attendees took a group photo and spent the rest of the day in separate cabins getting to know their group.

Dinner was served under the stars for the second time. Next to each plate was a wooden rubber band gun, branded with the Project Horseshoe name, and a full bag of ammo. Dessert marked the beginning of playful hostilities between the guests. Afterward the developers were sent on a hayride.

Seated on bales in a trailer bed, the designers glided through the darkness, chatting amiably about the royalty rates taken by Nintendo for the DS platform ($6 per unit) and the fun of working at Ion Storm Dallas (not so much).

The destination was an observatory in the middle of the field. The clear night air showed a sky with limitless constellations and nebulous depth never seen in cities. The observatory's staff guided the developers through several points of interest across four telescopes.

The return to the lodge was quiet in the chill air. The ride was over soon enough, and everyone stretched his legs. Someone broke out a bottle of scotch. Next came a box of cigars and cognac. Around the fire, the conversation turned to stories of practical jokes using science.

Next morning, the work would begin in earnest.

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