The Future of Interactive Entertainment AGDC08 – The Narrative Design Exploratorium™

The Future of Interactive Entertainment AGDC08

Bruce Sterling, legendary science fiction author, was unable to make it as our keynote speaker as scheduled.  He instead sent a graduate student of his from the future to address the conference, or so said an individual representing Bruce on stage, who looked remarkable like the man himself.  At almost 90, with the skin of a ten year old and the hair of a rocker, he was unable to make with his Segway from 2043. The good news is that in 2043 Austin is still weird, because as Bruce, or his representative said “they kept it that way.” According to Mr. Sterling’s representative, computers in 2043 are boring; they are really quite boring, in fact they are quite like towels, paper, and other normal things of mundane human existence. His General Electric Pocket Mediator, apparently a handkerchief, didn’t function as it should, since the cloud isn’t existent in our time, and I’d say the same for most of his aspiration filled techno-jargon.

Bruce’s representative spoke at length, rather poetically, about the incoherence of the future. His performance at first glance seemed to add little to the conference in the way of real substance.  The main hall was empty, and virtually silent, less the lonely laughter of a few forced giggles, as if to say “I get it”. Though I did enjoy his rather slanted take on a GDC keynote, it was a performance, and superficially contained little helpful substance for the world of today’s game makers.  If I were to take anything away, beyond a glimpse into living on the edge of keynote infamy, it would be:

1) Redefine video games for the future.
2) Don’t be a clog in modern video game publishing.
3) Explore other forms of interactive media.

Looking back it was quite refreshing, there were no product pitches, no self-comparisons to Walt Disney, he did not even try to wow the audience. Instead he was honest, humble, and insisted on ‘taking the piss’ out of all us self-righteous gamemakers. He threw off the rules, and that’s exactly what he called upon industry vanguards to do.

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This page contains a single article by Stephen E. Dinehart published on September 16, 2008 3:53 PM.

Death of three-act structure AGDC08 was the previous entry in this blog.

Galatea 3.0 – Writing Great Game Characters AGDC08 is the next entry in this blog.

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