AGC: The Age of the Dinosaurs slides
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I have now posted the slides to my AGC 2006 talk “The Age of the Dinosaurs.” I recommend that they be read in tandem with f13’s liveblog.
12 Responses to “AGC: The Age of the Dinosaurs slides”
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Raph: “… nothing can do to WoW what WoW did to Everquest.” Probably not, but we said the same thing about EverQuest and all upcoming games. World of Warcraft was uniquely positioned because of their developer’s reputation and the built-in fanbase, but that isn
s just that the debris cloud is spreading very slowly,” says Koster. The speech received coverage from a number of sources, including third-party community site F13, GameSpot, Next Generation, and Gamasutra. View the slides from the presentation »
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Cool! I like your slides (other than the deliberate use of unreadable fonts).
I wish I could have gone to AGC.
I am not quite sure why the fonts came out so pixelly when exported from Powerpoint. They were nowhere near as hard to read before.
I thought the typefaces were stylistic, and so, I didn’t have any difficulties reading the slides.
In your presentation you predict a future where there will be “a lot fewer artist jobs” and I am interested in understanding why artists are singled out as being less important in your view of the future. Since I am in the process of moving toward a change in career to work as a game artist this point obviously jumped out at me (eeek, my future is doomed!?), but I am not quite clear as to why this would be the case. Thanks!
Raph, Im curious to know something here, after reading your age of dinosaurs article if you could offer advice to the younger game developers coming within the next five years on how to adapt and apply according to your article. What can be done for those upcoming developers so they dont fall into this cliche market when the whole market seems to be the only market.
It seems according to many opinions at that conference as game developers the industry as a whole is at a stalemate, with many gamers of the now complaining that all these games are the same games in different boxes or to use a more common term “cookie cutter”.
[…] Raph: “… nothing can do to WoW what WoW did to Everquest.” Probably not, but we said the same thing about EverQuest and all upcoming games. World of Warcraft was uniquely positioned because of their developer’s reputation and the built-in fanbase, but that isn’t something I would claim outright. What if a company managed to make a AAA title and branched out into other realms like Movies do (a game counterpart to DVDs, books, TV specials, etc.)? […]
Raph-
I finally had time to go through these slides in depth. You hit on a lot of good stuff that I agree with, especially in the DD, portal and aggregation mechanisims, according to your outlook its going to be a rough road ahead for those attempting to capture a broad shall we say “classical gamer” market via old mechanisisms. Great overview and a good roadmap from which to start for those looking forward rather than to the past for “where” to go in a new mammal dominated “enviornment”.
My questions from the slides were:
Re celebrity: Did you mean standard media celebrity or those existing/created in the new game space.
Re Aggregation and Portals: To capture the widest piece of the tail is going to be rather difficult, differentiation and mass appeal are often mutually exclusive…
By celebrity, I really main within the gamer world… but really, it’s whatever helps you stick out above the noise. Getting a regular following is going to be critical, IMHO.
I agree on your second point.
[…] Nice article here on How the Wii was born that sounds very much like my Age of the Dinosaurs talk in some ways, and includes a lovely graph of rising costs for game development. […]