[Continuing his 'GDC 25' archival research ahead of the 25th Game Developers Conference in San Francisco this February/March, official GDC historian Jason Scott unearths and digitizes late '90s audio talks on the Chinese game market, adapting games, game engineering discipline and making casual games.]
There's quite a huge amount of historical Game Developers Conference audio and videotapes in my to-do pile, so it's been a case of knocking through them as fast as possible, to turn them from decaying analog recordings into longer-lifed digital ones. A few dozen are finished, with dozens more waiting.
When you have a historical archive of a bunch of presentations from such a fast-moving field as game development, it might seem to be a matter of dismissing these historical items as "out of date" and then waiting for the latest and greatest.
But there's something to be said for listening to well-assembled, clear sessions on aspects of game-making that still hold true. Here's a few issues that have been around for some time, and continue to be relevant.
In one notable audio talk we've digitized onto GDC Vault, William Dalton lays out a CGDC 1998 wake-up call that the development environment of games need to bring in the same qualities that software has had for years in other industries.
Entitled 'Bringing Engineering Discipline to Entertainment Development', and now available on GDC Vault, he describes what happens when these time-tested best practices are laid in front of the then-still-young computer game development culture. Listening to it, it might be interesting to compare to your own group's practices and see how many points you have already internalized, and how many have been cast aside.
Elsewhere, noted puzzle designer Scott Kim's 1997 CGDC talk now available on GDC Vault in audio, 'Games for the Rest of Us' has a really amazing delivery style. As he steps through the current state of the game-creation industry and the type of games that are appealing to a mass-market, he drops asides and wry observations that keep his audience engaged and chortling throughout.