Update 101: 10/19/2016Last week I was over at Steam Dev Days in Seattle!
Steam Dev Days is a conference hosted by Valve, consisting of talks, panels, and networking events for Steam developers.
This year a primary focus was Virtual Reality, as Valve seems to be doubling down on VR content for 2016.
However, there were a variety of panels that I attended with valuable information.
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The
Keynote for the event was given by a few Valve developers and Tim Sweeney.
Sweeney talked about 'the future of virtual reality' and mentioned where VR could take us in the next few decades.
Tim talked about the history of video games and how Virtual Reality might be the 'final' creative medium.
He stated the importance of PC virtual reality, and that tech will eventually trickle down to mobile or portable platforms.
He's putting his faith into PC VR instead of mobile for now, because design evolution for cutting edge PC VR is important to push the rest of the industry.
Looking into the far future, Sweeney mentioned a 'VR Metaverse' which would essentially be a version of the internet in VR, or an alternate reality for everyone.
Think the Matrix but a democratic and open version to everyone where we don't have robot overlords.
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Steam 101 consisted of introduction advice to publishing on the Steam platform, including how to set up your store page.
"Learn the basics of how to ship your game on Steam, and get tips to make the most of your launch.
This talk is targeted at newer partners who are shipping their first or second game on Steam."Steam 201 was an advice panel from successful developers that were interviewed through Valve over email.
"This talk is designed to provide some more advanced business guidance.
It will highlight the Dos and Don'ts of launching a game on Steam, informed by the successes, failures, and feedback of experienced developers."The key advice boiled down to a few points:
#1: Be honest with your work
-Game design is a conversation with players on what you find interesting. Honesty can be seen through art.#2: Release timing is essential
-Don't release within +- 4 weeks of a major release or a Steam sale. #3: Be part of your community
-Actively build a community around your game during and after development. Your fans are your greatest asset.#4: Try not to be a slave to a timeline
-Never launch a game that is 'good enough.' -Game design is an endurance race. -You don't get a second chance to make a first impression#5: Build the game you can afford
-Adding an additional feature is like adding meters to a marathon#6: Make your game obviously fun
-Duh#7: The whole equals the sum of its parts
-Treat every part of business as the most important part. -Every small aspect of your game is important.---
The
Publisher Panel was an in-person panel consisting of representatives from Devolver, Sega, Digitalmindsoft, and an experienced video game attorney.
"How should you choose whether or not to work with a publisher? How do you know if a given publisher is right for you?
What are the tradeoffs and benefits of working with a publisher, and what does a healthy developer-publisher relationship look like?
What are things to watch out for in a publishing contract?
Get advice and suggestions about these questions and more from our panel, with expert perspectives from development, publishing, and legal."A few interesting points brought up in the talk.
(These are paraphrases from memory, not exact quotes). -Nigel Lowrie of Devolver:
I wake up in cold sweats at night thinking if I would have passed up Stardew Valley.Nigel and a few other publishers mentioned that success is very difficult to predict.
Games like Stardew Valley are ostensibly simplistic, and might not seem to have an immediate target market or impact.
However, it's important as a publisher to be open to games that might not fit your 'brand' and create a diverse portfolio.
-Tom Buscaglia, Game Attorney:
If a publisher wants intellectual property rights and control, you should find a different publisher.Tom talked about the importance of retaining IP rights when signing a contract.
In almost every case he's mentioned, when a publisher ends up messing with the creative design of a game, the game ends up suffering because of it.
It's essential to maintain absolute creative control when making a game, regardless if you're AAA or Indie.
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The Lab Panel was a retrospective going into some challenges and lessons learned in designing
The Lab.
"Valve released its first VR game in 2016, a free set of minigames and experiences called The Lab.
In this panel, Valve developers and game designers will discuss developing, testing and shipping The Lab."This panel was interesting because it talked about a few of Valve's design struggles when creating the lab.
-Valve didn't have most of the hardware until near the end of development.
Since the Vive was experimental and these were some of the first games for VR, Valve had to organically discover things along the way.
The team didn't even have the hand controllers for the Vive until later in development.
-Valve had difficulty unifying The Lab into a cohesive whole.
The minigames were set in the Aperture universe, which fit into the whole experimentation aspects of these minigames.
The 'robot dog' and Valve stick figure characters also helped unified the game, and give aspects of commonality.
Every object in each minigame had to interact with each other in the 'hub world'
-Design of each minigame had to show off the strengths of VR.
All of the control systems had to feel natural and intuitive, not needing instruction.
Each object was based off of a real life object (like bow and arrow) but abstracted to be a better version of real life.
Xortex (the RC Copter game) was almost pulled entirely because it relied off of a more traditional control system before revision with the Vive hand controllers.
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VR Developer Panel "This panel will focus on lessons learned while building and shipping successful virtual reality projects.
The VR space is still very new, but many developers are already reaching lots of happy customers, and turning a profit in the process.
Hear from some of those developers on the opportunities and challenges of the VR marketplace."This panel was the last in the conference, but had some insights into the success from early VR games.
-Everyone talked about the importance of sharing developments in VR to create a positive ecosystem. Don't be competitive, be collaborative.
-Developers in general talked about the importance of intuitive VR controls that are also comfortable for the user.
-Try to avoid 'buttons' in VR and instead focus on natural interaction and human movement.
-Sarah Northway (Fantastic Contraption) mentioned people seemed to take joy in simple actions in VR, perhaps outside the main game itself.
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Perks of the event also included free breakfast, catered snacks, open bar, and some cool free tech.
DON'T TALK TO ME OR MY SON EVER AGAIN---
Overall I'm very glad I went!