Wednesday, March 14, 2012

EXP Podcast #163: GDC Highlights 2012

The yearly Game Developers Conference has come and gone, and while Scott and I sadly missed the event proper, we did keep our hear to the ground. This week on the podcast, we discuss some highlights that caught our attention. Join us as we touch upon Valve's approach to Portal 2, mobile pricing models, the problem with DRM, and the "mind your own business" mentality. As always, we would love to hear your thoughts on anything GDC related in the comments section below.

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 38 min 42 sec
- "Witcher developer CD Projekt Red abandons DRM for future releases," by Eric Caoili via Gamasutra
- "GDC 2012: 'Don't underprice your mobile product' - Cave COO," by Kris Graft via Gamasutra
- "GDC 2012: Humor, meaning, cooperation and ambition: the microtalks," by Leigh Alexander via Gamasutra
- "GDC 2012: Portal 2: Making a sequel to a 'perfect' game," by Tom Curtis via Gamasutra
- Music provided by Brad Sucks


  1. The Portal 2 talk was great, and full of details I hadn't heard before, even from Geoff Keighley's "Final Hours of Portal 2" app/article.

    The postmortem on the original Alone in the Dark was also fascinating. I had forgotten how incredibly ahead of its time that game was, and they did it all from scratch, inventing the tools on the fly.

    It may have just been the talks I chose, but there seemed to be a bigger focus on money this year and less about gameplay and storytelling innovations, which is the part of GDC I enjoy most. I suppose that's practical, but it was a little disappointing. I didn't make it to the Indie summit, though, so maybe that was different.

  2. I wish I had been able to see that in person. Valve's entire work process seems fascinating.

    It's also interesting to hear about the heavier financial slant. I suppose it's to be expected: over the past couple years, the indie scene has been exploding from a creative sense and now it's time to figure out how to make that sustainable. At the same time, traditional financial models in the mainstream space have been changing as well.

    Sorry we missed each other in person, by the way! Next year for sure.