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REACH Panel: The Future of Gaming


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On October 24th, Cross Campus hosted a panel discussion titled, Disruptive Technologies Impacting the Future of Gaming. It’s part of REACH, a quarterly event by TechZulu and Gadget Review. I attended mainly because the moderator of the panel was our very own Scot Rubin, founder of AllGames. I planned on simply hobnobbing with the boss but in the end I also got a primer on how gaming will expand in the future directly from the people that will be influencing reach scot rubin

The panel consisted of Josh Yguado (President SGN), Chris Hewish (Head of Global interactive at Dreamworks Animation), Wilson Kriedel (President Paltalk| Former Zynga/OMGPOP CRO), Robin Kaminsky (CEO 1st Street Partners|Former Activision/Blizzard EVP), and of course, Scot Rubin (Nitropod Owner| BigDoor SVP|CoFounder G4TV). You may have noticed that the panel is heavy on mobile devs and execs. Thats because the gaming industry has pretty much decided that the future of games will be all about mobile.

Here’s something you should know about events like this. The panel, no matter how informative, is secondary to the social aspects. You’re there to meet people with like interests and who can help you in whatever you’re trying to do. It’s a bar that doubles as a business expense.

When I walked into the Cross Campus venue, it was filled with plush couches and large bookshelves and had a pretty ‘homey feel’. I felt like I was walking into a private club, which was made more apparent by the full bar serving drinks to the attendees. Of course there was the usual line of sponsor tables pushing their products. Verizon was busy showing off their new 4GLTE phones. GM brought a Corvette to show off to the tech savvy crowd. IndieGogo announced they were paying for everyone’s drinks, which immediately made them the most popular people there.

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After the obligatory drinks and mingling session, the panel began. I’m always fascinated to hear executives discuss the gaming industry. Everyone on stage sees gaming from an entirely different perspective than most ‘gamers’ do.

"Games are services now"Mobile is the future not because the games will be better or the technology is growing so fast. Mobile is the future because that’s where the money is. Microtransactions have become the dominate revenue stream. That means less focus on big budget games with long development times, and more short form projects that can be served up piece meal to the user over the course of a year or more, with them paying for it all the way. One quote from a panelist summed it up perfectly, ‘Games are services now’.


Thats not necessarily a bad thing, especially from the publisher’s point of view. Developers will be able to push out more games, faster. Sure Grand Theft Auto V sold a billion dollars worth of content, but that also took hundreds of millions of dollars and a huge team. Thats a huge risk that companies hate having to take. Instead, they’d much rather take a small team, spend a few thousand on development, and release a new title every few weeks. The fact that mobile games don’t really expect AAA quality on a game that costs $1 (or less) doesn’t hurt either. When you can get a huge hit like Candy Crush with only 6 months of development based on a standard ‘Match 3’ template, why not?blog reach panel


"You can buy your way to success"Quality is still important, but it’s not the most important attribute of a game. Mobile games are sold via word of mouth and social networks more than old school tv/radio marketing. But that doesn’t mean the top games are there on merit alone. The panel discussed the hidden truth on how a spot in the top 5 is yours to be had with $30,000 and a ‘farm’ of chinese workers whose job it is to install the games of the highest bidder. Another telling quote from the stage was ‘You can buy your way to success’

blog reach afterpartyAfter the discussion was over, the audience went back to socializing over free drinks and tacos. I hung out with Scot and some new friends discussing neo-utopian societies, yoga, and the art of DJ’’ing. REACH was a good event that should be on your list of required reading whether you’re a gamer, a developer, or just someone who wants to see a little bit into the future.

You can watch the full panel below, and you should, if only to see where gaming is going in the next few years. Whether it’s a good or bad direction is based entirely your point of view.





Games, Panels, and Parties - My PAX Prime 2013


Since the latest PAX Prime sprawled out over an extensive four day span, I'll do my best to condense my experience. A couple of years ago I exchanged words with a BioWare employee who compared the convention experience to summer camp. In many ways, we look forward to it, it's a great chance to catch up with some of our friends we don't see the rest of the year. But conventions are also exhausting, and as much as we don't want them to end, we also want to go home. I think the latter part cannot be stressed enough as we rolled into our fourth day.

celeste pax badgeFour days was good in a lot of ways, though. As a person expected to fit in seeing as many games as possible while also enjoying the other amenities of a convention, four days meant I had way more time and less stress when planning what games I would see. Unfortunately, the convention still only allows one hour of early access for media on only the first day, which is just not enough time to see everything. I unfortunately missed Titanfall during the media hour by about ten minutes. I won't be able to tell you guys about that game, because the wait was four hours long, and they weren't making media appointments or allowing media a chance to get hands on without waiting the four hours. I just had too many other appointments and games to see to wait that long, sorry! I was disappointed at no presence for Rockstar, but given the fast approaching release date for GTA V and the fact that the first three days of release broke entertainment sales records, I'm sure they were more focused on making sure the launch was smooth sailing. One of the biggest draws this year was getting to see the Xbox One and PS4 in person. I guess that was neat, but really, they just looked like consoles. I used to work in a bank, and I'd have tens of thousands of dollars in my drawer every day. It never phased me, though, because I didn't think of it as money. I knew it wasn't mine, so it didn't excite me the way someone handing me ten grand in my home would make me feel. I guess that's how I feel about previewing consoles as opposed to owning one, especially given that the demonstrations and libraries at this point are limited.

pax bethesdaWatchdogs also had one of the longest lines there, but playable demos were not available. Instead, we filed in to a theater to see a live presentation of gameplay as two presenters played competitively using a console and mobile device. The goal of the mobile device player was to obstruct and distract the console player from reaching their goal. She did this by sending out helicopters, utilizing police, and even changing parts of the city to create new road blocks. This presentation allowed Ubisoft to not only stress the importance of dynamic gameplay, but also show us how it could be manipulated. One of the features of the game that they mentioned but could not fully demonstrate was the ability of the player to make game affecting choices. The player can choose to escalate or downsize their role in conflicts throughout the game. Each decision and its impact on the citizens within the game influences the perception of the main character, which in turn changes gameplay. I'd really like to see how these consequences play out.

The next booth I managed to hit up was Bethesda. They were showing Wolfenstein: The New Order, which boasts the same brutality and well-aimed aggression of the original, just this time with way more heavy machinery. The Evil Within was not on display, but the trailer was broadcast frequently, and the swag included a pin for it. The main attraction at their booth was the playable demo for Elder Scrolls Online. I have to say I'm really impressed by how much Bethesda promoted the game at many conventions this year. While we didn't get a beer garden at PAX Prime, we did get a free food truck (if you wanted to stand in the line) and free Ben and Jerry pints of ice cream. All of the offerings were done in Nirn style, such as Sweet Cream with Khajiit Sweet Bites and Nirnroot Pickles.

As far as getting my hands on the game, I did! And it helped ease a lot of the fears I previously had, such as the game feeling more like a generic MMO clone. I can state as a fan of the series and also a person who has played way too many MMORPGs, this is not the case. I was fortunate to get a full hour of play time, and this allowed me to get quite far in the quests available to me. First, character customization is brilliant with great attention to detail and allowance for many body sizes and types. No matter what class you are, you can use any type of weapon and armor. Aside from needing to scroll back a bit in how the environment responds to players (meaning you can't knock all the stuff on a table across the room anymore) the scenes are intricately detailed and have all the same feel of playing Elder Scrolls games. Even the way quests pan out feels much like the quests picked up in earlier ES games. Even the beginning area quests were varied and extended beyond simple fetch or kill quests. Another thing that has me excited is the fact that PVP is confined to Cyrodiil. This is probably necessary due to the fact that there are no separate servers for things like RP and PVP.

All Games PAX-13I also had a chance to play the new Pikmin 3, which reminded me of my advancing age. Given that it has been a good nine years since the release of Pikmin 2 on GameCube, my attempts at playing the game using Wii controls was sobering at best. The preview showed gameplay very similar to previous games, with a seemingly greater focus on developing and implementing some solid Pikmin-corralling strategy. Getting my hands on the 2DS helped break previous conceptions on how huge the contraption appeared online.  The system has quite a good feel in the hands, and seems much more ergonomically sound than the previous clamshell bodies.  Also, it's much sturdier for the rough and tumble little ones.  A playable demo of Pokemon X/Y was right next door, which is still something that can excite me despite my towering height and age over the rest of the players.  Enhanced care for Pokemon is a great new feature, allowing the player to interact using treats, petting Pokemon, and even using facial expressions to respond to the game.  The Indie Megabooth was filled with exciting and varied games. One of my favorites was the game Foul Play, which showed a lot of creativity and humor. The gameplay is a basic side-scrolling brawler with unlockable combos, but the story pulls in a new type of audience. As in, a real audience. Life in this game is monitored not in hit points, but in audience excitement. You play as a retired adventurer on stage, reenacting some of your most daring feats along with a cast of actors. The better your combos, the happier your audience, and the more points you get to unlock cool bonuses. I even had a chance to attend the Indie After Party and meet the creators of Foul Play and Hotline Miami. And that's really one of the best parts of the convention experience. PAX allows not only media and industry, but regular gamers a chance to meet game creators and hear the enthusiasm and story driving these titles.

I saw a lot of panels, which was hard on my tailbone due to the chairs there being so darn rigid. I'm honestly not sure which was more sore by the end of the convention, my ass or my feet. But there were so many panels dedicated to social issues this year. I didn't even manage to catch all of them, but from what I did see, there is a growing community of people involved in bringing social awareness to game culture. This is fantastic. In previous years at cons, I have given my contact info to people, expressing my desire to delve into these topics. This has always been met with a cautious acceptance. I think we all had this notion that nothing would ever change because people kept reverting to the age-old "but this is just the way gamers are" excuse. This year, however, despite hecklers at the Political Correctness in Gaming panel, and despite Mike from PA still not "getting it" in many ways, I was so fortunate to meet and have a few small jam sessions with some of the most brilliant and innovative gamers I've met. I was also fortunate enough to cry for an hour at the Take This Panel, which focused on the hardships of dealing with mental health issues as gamers. The panelists were all people who worked within the game industry and were brave and open about their histories with anxiety and depression. The Take This Project is all about providing support for gamers who may struggle with these same issues, though it is important to note that this group cannot replace seeking professional assistance. This was one of the best panels I have ever attended, hands down.

pax panelsThat's not to say the other panels were not also excellent and hard-hitting. Panelists for the other panels ranged from military women, tabletop gamers, trans* gamers, gamers of color, and much more. These are people who are not only finally getting to speak about their experiences, but they get to do so in front of an audience that is attending these panels and actually listening. And when I handed my card to these panelists and told them how I want to help advance geek culture, I was met with palpable enthusiasm, acceptance, and encouragement. I feel that the end result of these panels was creating more allies, and at the very least causing some of the audience to reevaluate how they previously viewed these issues. And that is really saying something. That is the true power of a convention like PAX. It's terrible that so many of these amazing people will not be attending next year due to the inability of PA to provide any meaningful understanding of their tenet of inclusion and safe spaces.

I don't want to end this on a down note, so I want to stress again how fun and fulfilling most of my PAX experience was this year. I'll be back at PAX next year, running a panel on these very topics if I'm lucky. I'll be gearing up even more excitement about fun games, an ever-evolving industry, and amazing people who have too long spent the majority of their time on the sidelines. Be sure to check out the gallery below to see some of my amazing action shots.



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