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Looking for good questions for my PAX Panel

ekipsekips Registered User regular
edited September 2010 in Social Entropy++
I made a thread over here
http://forums.penny-arcade.com/showthread.php?t=127061

first time PAX moderator, looking for good questions for the Indies panel on Saturday @ 4 in the Developer's Lounge and figured Social Entropy would probably be the best place to get them.

thx 4 your help,
Gordon

panel is: playdead, uber, lazy8, twisted pixel & dark energy

ekips on

Posts

  • L|amaL|ama Registered User regular
    edited September 2010
    we're pretty fond of kpop, you should ask them about that

    L|ama on
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited September 2010
    This guy is legit, btw. Treat him nice.

    Orikaeshigitae on
  • fightinfilipinofightinfilipino Angry as Hell #BLMRegistered User regular
    edited September 2010
    L|ama wrote: »
    we're pretty fond of kpop, you should ask them about that

    seriously what is up with Girls Generation and Wonder Girls.


    that should be the opening question of the panel, immediately followed by music videos of each.

    fightinfilipino on
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  • Centipede DamascusCentipede Damascus Ho! Ho! Ho! Drink Coke!Registered User regular
    edited September 2010
    ask them why they are so indie

    Centipede Damascus on
  • fightinfilipinofightinfilipino Angry as Hell #BLMRegistered User regular
    edited September 2010
    ok legit question: can indie devs legitimately compete with the juggernauts like EA and Ubisoft in the current market, and how do they do it?

    fightinfilipino on
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  • FutoreFutore Registered User regular
    edited September 2010
    ask Playdead why they chose to use a physics engine in Limbo as opposed to working with sprites.

    that is either a question they could really get into or a question they will answer super quick and move on

    Futore on
    ETqXK.png
  • ekipsekips Registered User regular
    edited September 2010
    ok legit question: can indie devs legitimately compete with the juggernauts like EA and Ubisoft in the current market, and how do they do it?

    Thank you for the legit question, Fightinfilipino, you had me running off listening to tracks of 투애니원 for a second, to get current .

    Gordon

    ekips on
  • ekipsekips Registered User regular
    edited September 2010
    Futore wrote: »
    ask Playdead why they chose to use a physics engine in Limbo as opposed to working with sprites.

    that is either a question they could really get into or a question they will answer super quick and move on


    Thx Futore, will do. and how do you pronounce your handle?

    ekips on
  • FutoreFutore Registered User regular
    edited September 2010
    ekips wrote: »
    Futore wrote: »
    ask Playdead why they chose to use a physics engine in Limbo as opposed to working with sprites.

    that is either a question they could really get into or a question they will answer super quick and move on


    Thx Futore, will do. and how do you pronounce your handle?

    haha just like "future" but with an "o" in the second part.

    when refining my question as a possibility to ask them, you may want to contrast their 3D physics engine use to something like Braid which stilll has a small use of physics in their puzzles, but everything was hand drawn.

    it was just an interesting choice in my opinion as they were still on a 2D plane

    Futore on
    ETqXK.png
  • ekipsekips Registered User regular
    edited September 2010
    Futore wrote: »
    ekips wrote: »
    Futore wrote: »
    ask Playdead why they chose to use a physics engine in Limbo as opposed to working with sprites.

    that is either a question they could really get into or a question they will answer super quick and move on


    Thx Futore, will do. and how do you pronounce your handle?

    haha just like "future" but with an "o" in the second part.

    when refining my question as a possibility to ask them, you may want to contrast their 3D physics engine use to something like Braid which stilll has a small use of physics in their puzzles, but everything was hand drawn.

    it was just an interesting choice in my opinion as they were still on a 2D plane


    got it. thx for the refinement Futore.

    gordon

    ekips on
  • facetiousfacetious a wit so dry it shits sandRegistered User regular
    edited September 2010
    My question is, how early in the development process do you start to think about promotion, and how do you tailor the promotion to the game?

    facetious on
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    Real strong, facetious.

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  • DarkPrimusDarkPrimus Registered User regular
    edited September 2010
    ekips wrote: »
    I made a thread over here
    http://forums.penny-arcade.com/showthread.php?t=127061

    first time PAX moderator, looking for good questions for the Indies panel on Saturday @ 4 in the Developer's Lounge and figured Social Entropy would probably be the best place to get them.

    thx 4 your help,
    Gordon

    panel is: playdead, uber, lazy8, twisted pixel & dark energy

    I have a question for Twisted Pixel:

    When are they going to make a game so awesome and so huge that it comes out on a retail disc?

    DarkPrimus on
  • FishmanFishman Put your goddamned hand in the goddamned Box of Pain. Registered User regular
    edited September 2010
    The last few years has seen indie development move from being almost completely limited to the PC platform onto the latest generation of consoles and then once more onto smartphones, iPods and the like. How does this change the field of Indie development overall, and what does in mean in particular for each of your panelists?

    Fishman on
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  • HunterHunter Chemist with a heart of Au Registered User regular
    edited September 2010
    I have a question for the Uber Guys that did Monday Night Combat (which is awesome by the way and extremely worth the money on XBL).

    Now that they have what appears to be a very successful game under their belt, do they plan to keep expanding the franchise which may lead to them coming out of their Indy cocoon or is it more likely they will concentrate on other titles/new possibilities, and maybe license the rights for MNC to a bigger studio to expand upon which may lead to a full disk release?

    Is there any mechanism in place for these smaller studios that do have a hit game to move on to the next stage easily, especially during hard economic times where growth can be more difficult?

    Hunter on
  • ekipsekips Registered User regular
    edited September 2010
    facetious wrote: »
    My question is, how early in the development process do you start to think about promotion, and how do you tailor the promotion to the game?


    great question facetious. appreciated.

    Gordon

    ekips on
  • ekipsekips Registered User regular
    edited September 2010
    Hunter wrote: »
    I have a question for the Uber Guys that did Monday Night Combat (which is awesome by the way and extremely worth the money on XBL).

    Now that they have what appears to be a very successful game under their belt, do they plan to keep expanding the franchise which may lead to them coming out of their Indy cocoon or is it more likely they will concentrate on other titles/new possibilities, and maybe license the rights for MNC to a bigger studio to expand upon which may lead to a full disk release?

    Is there any mechanism in place for these smaller studios that do have a hit game to move on to the next stage easily, especially during hard economic times where growth can be more difficult?

    Thank you Hunter, I will ask.

    ekips on
  • ekipsekips Registered User regular
    edited September 2010
    Fishman wrote: »
    The last few years has seen indie development move from being almost completely limited to the PC platform onto the latest generation of consoles and then once more onto smartphones, iPods and the like. How does this change the field of Indie development overall, and what does in mean in particular for each of your panelists?


    Fishman and DarkPrimus, I think i am going to try to find a way to combine your questions so that the whole panel can get involved with it.

    Gordon

    ekips on
  • The GeekThe Geek Oh-Two Crew, Omeganaut Registered User, ClubPA regular
    edited September 2010
    ok legit question: can indie devs legitimately compete with the juggernauts like EA and Ubisoft in the current market, and how do they do it?

    I can answer this question with one word.

    The Geek on
    BLM - ACAB
  • ekipsekips Registered User regular
    edited September 2010
    And for those of your that are interested in getting into the industry. This is the 4th or 4 panels that day. We start with finding the best gaming school for you, then a panel on getting and keeping game industry internships, then one on careers in games that don't involve programming and then finally RISE of the Indies, which is where your questions will be asked. All in the Developer Lounge (310)

    So please keep the questions coming and thank you,

    Gordon

    ekips on
  • The GeekThe Geek Oh-Two Crew, Omeganaut Registered User, ClubPA regular
    edited September 2010
    ekips wrote: »
    then one on careers in games that don't involve programming

    Hmm, I didn't see that panel. I think I may have to check it out to see what all is discussed. Might even be able to contribute a bit as well.

    The Geek on
    BLM - ACAB
  • The GeekThe Geek Oh-Two Crew, Omeganaut Registered User, ClubPA regular
    edited September 2010
    The Geek wrote: »
    ekips wrote: »
    then one on careers in games that don't involve programming

    Hmm, I didn't see that panel. I think I may have to check it out to see what all is discussed. Might even be able to contribute a bit as well.

    Just looked at the panel description and realized why I missed it. It's still about game dev jobs, just not programming specifically. I thought maybe it would have been about game industry jobs that aren't part of game dev at all.

    The Geek on
    BLM - ACAB
  • HunterHunter Chemist with a heart of Au Registered User regular
    edited September 2010
    If the gaming industry ever needs inorganic chemists that specify in minerals and material science, give me a call.

    Hunter on
  • UbikUbik oh pete, that's later. maybe we'll be dead by then Registered User regular
    edited September 2010
    Hunter wrote: »
    If the gaming industry ever needs inorganic chemists that specify in minerals and material science, give me a call.

    Sounds useful for Dwarf Fortress

    Ubik on
    l8e1peic77w3.jpg

  • HunterHunter Chemist with a heart of Au Registered User regular
    edited September 2010
    Analytical Laboratory: The MMO

    Hunter on
  • AlegisAlegis Impeckable Registered User regular
    edited September 2010
    Do they live as hobos in the first few months to get by?


    or is personal hygiene included in the development schedule

    Alegis on
  • UbikUbik oh pete, that's later. maybe we'll be dead by then Registered User regular
    edited September 2010
    What type of legal hurdles affect indie development and do the companies find them particularly burdensome?

    Is there a need to retain counsel to protect the company's copyright and trademark interests or does that only come into play once the game is released and possible infringement is discovered?

    Ubik on
    l8e1peic77w3.jpg

  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator Mod Emeritus
    edited September 2010
    Question: what are the dev's thoughts on incremental early buy-in funding like we've seen with Mount & Blade and Minecraft, where players can pay a smaller amount to buy the game in alpha and get free updates as it develops, with price increases as the team reaches milestones? Does the transparency of that process, as well as the inherit risk of failure once you already have investors buying in, make that too frightening a concept? Or do the benefits of having a source of funding and a dedicated player base voicing interest and testing gameplay outweigh the potential downsides?

    Rankenphile on
    8406wWN.png
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited September 2010
    Question: do the devs feel that their relative lack of resources in comparison to the juggernauts compromises their ability to tell the kinds of stories and present the experiences that they want?

    Orikaeshigitae on
  • ekipsekips Registered User regular
    edited September 2010
    The Geek wrote: »
    The Geek wrote: »
    ekips wrote: »
    then one on careers in games that don't involve programming

    Hmm, I didn't see that panel. I think I may have to check it out to see what all is discussed. Might even be able to contribute a bit as well.

    Just looked at the panel description and realized why I missed it. It's still about game dev jobs, just not programming specifically. I thought maybe it would have been about game industry jobs that aren't part of game dev at all.

    Yeah, the description might be burying the lede. It's a localization person, a CRM guy, a business development person, a lawyer, a game designer and an audio guy .. so it's a pretty wide swath of game industry jobs...details below


    The show details are below:
    Developer Lounge (310)
    Saturday September 4th 12:00pm – 1:00pm
    What Videogame School Is Right For Me?
    This panel includes representatives from as many game dev programs as we can muster. The point is to get the panel talking about what their programs are like and what kind of student finds them a good fit.

    Moderator,
    Jeannie Novak, Lead Author & Series Editor, Game Development Essentials

    Panel:
    Jeremy Gibson, University of Southern California (USC)
    Patrick Pennefather Great Northern Way
    James Portnow DigiPen Institute of Technology
    José P. Zagal DePaul University


    Developer Lounge (310)
    Saturday September 4th 1:30pm – 2:30pm
    Getting a Game Industry Internship
    This panel features representatives from game companies that run active, ongoing internship programs, and perhaps one or two current interns. This panel focuses on what it's like to be an intern at a game company and how to get this kind of job.

    Getting a Game Industry Internship
    Moderator:
    Benjamin Ellinger , Head of Game Education, Digipen

    Panel:
    Sue Bohle The Bohle Company
    David Chiu Intel
    Jim Rivers Obsidian Entertainment
    Jessica Blair Sandstorm
    Chris Wright Digipen Student


    Developer Lounge (310)
    Saturday September 4th 3:00pm – 4:00 pm
    Game Devs Aren't Just Programmers
    Representatives from design, localization, audio, writing, marketing, artists, producers, etc. fill this panel, moderated by a programmer. The point is to describe what these non-programming jobs are, how they participate in making games, and how tech-heavy this kind of job is or is not.

    Game Devs Aren't Just Programmers
    Moderator:
    Tom Buscaglia , Board Member, IGDA

    Panel:
    Jeff Royle AMD , He does CRM
    Kate Edwards Englobe , She does localization
    Michael Csurics Brand X Audio , audio
    Peter Alau Digital Extremes , Business Development
    Benjamin Johnson fmr. Rockstar San Diego , game design


    Developer Lounge (310)
    Saturday September 4th 4:00pm – 5:00pm
    Rise of the Indie Game Developer
    iPhone and console dlc have opened up new distribution paths for indie game developers. A panel of well-spoken, in-the-trenches game devs answer questions from the audience (and from questions submitted online ahead of time).


    Moderator: Gordon Bellamy, acting Executive Director, IGDA

    Panel:
    Rob Jagnow Lazy 8 Studios
    Pete Jones Dark Energy
    Deb Jones Dark Energy
    Bob Berry Uber Entertainment
    Dino Patti Play Dead Games
    Michael Wilford Twist Pixel Games

    ekips on
  • ekipsekips Registered User regular
    edited September 2010
    Ubik wrote: »
    What type of legal hurdles affect indie development and do the companies find them particularly burdensome?

    Is there a need to retain counsel to protect the company's copyright and trademark interests or does that only come into play once the game is released and possible infringement is discovered?


    good question Ubik, thx for sending

    ekips on
  • ekipsekips Registered User regular
    edited September 2010
    Question: what are the dev's thoughts on incremental early buy-in funding like we've seen with Mount & Blade and Minecraft, where players can pay a smaller amount to buy the game in alpha and get free updates as it develops, with price increases as the team reaches milestones? Does the transparency of that process, as well as the inherit risk of failure once you already have investors buying in, make that too frightening a concept? Or do the benefits of having a source of funding and a dedicated player base voicing interest and testing gameplay outweigh the potential downsides?

    now that is a great question once again related to business models, I think I will try to find a way to consolidate into one mega business model question for the panel.

    Gordon

    ekips on
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