Rant transcript from Game Developers' Conference

For the second year running, Alice from the Wonderland blog has taken incredibly detailed notes from the "Game Developers' Rant" at the Game Developers' Conference (this year in San Jose, CA). The Rant is a panel where a bunch of luminaries from the gaming world get together and foam at the mouth, hurling obscenities and pearls of wisdom from the stage. Alice captured some real mind-blowers from this year:

Frank Lantz: Why does the phrase 'the player will be able to go anywhere and do anything' sound like nails on a chalkboard to me? It's based on a very naive and unsophisticated understanding of how simulation, how representation works. You have a thing, a part of the world, and you have a simulation of that. There's a gap in between, the gap is made up by all the differences, the way that this is not this.. the immersive fallacy is this idea that computer simulation allows us to close this gap and makes these things identical. But this gap is an essential part of how this representation works, this gap is where the magic happens.

Let's say a bear is attacking a friend of yours and is about to kill him. The word 'bear' will warn your friend. The word 'bear' would not be better if it had teeth and could kill you! The same thing is true of the bear mask that the tribal priest puts on, or the bears on the wall of the cave, and of the game 'Bear'. Statues wouldn't be better if they could move. Model airplanes would not be better if they were the same size as airplanes! By the same token, if you think about it, the incredible sense of freedom created by GTA is created by carefully limiting the actions of the player.

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