Today marks the “official” kick-off of fall projects for Game Creation Society. They have one semester in which to develop and produce a game, which will then be released with much hurrah on the last day of classes. I’m doing one myself (which I’ll talk about someday soon) along with 8 other projects, all with distinctive goals and game designs. I’m pretty psyched to see what will happen this year.
This year I instigated and tested a radical change in the traditional pitch process which games undergo. The old one was rather terrible in my opinion. Students aspiring to be project leaders would craft an idea and then have an individual meeting with the development director to get the green light. Then they’d give a 10-minute presentation to the club pitching their project and begging for members.
This is wrong for a lot of reasons, the biggest of which, from a production standpoint, is that you can’t really determine if the project will be successful and give it approval before the project recruits members. You have no idea what interest will be like; they may attract no one and be unable to generate the resources necessary. Additionally, ideas are less refined when they only come from one person rather than a group. The design will be bound to change once the other group members get a hold of it. Basically, you can’t possibly tell whether or not a project is on sure footing nor provide useful design advice until the team has formed.
So instead this year we reversed it. At last week’s meeting I threw everyone in a room together and told them to get pitching and discussing. Andrew Fox called it a “concept fair.” So prospective leaders came in with ideas, mock ups, demos, (and in one case a tri-fold board with little origami cranes decorating it) and started attracting potential members and receiving feedback on their ideas. Only afterwards, once their ideas have been refined from feedback and they have a few more people on board the project, do we carry out the traditional pitch, in which they sit down with upper management (i.e. me) and convince the club to make them an official project, while the development director provides design advice, makes sure they have a legitimate schedule for production, and covers logistics.
And I think it was very successful, on the whole. Well, at least the general idea. The execution this year was kind of shoddy, as I’ve heard in feedback and observed myself. We were rather unprepared and were in a not at all appropriate room. We should choose a better location, preferably one with tables, much like a job fair. This would help with the other problem, which was that people couldn’t really tell who was pitching something. We should give each person pitching a minute or two on the floor to give a brief introduction.
We botched the description at the first meeting little, so I think people assumed you needed to be extremely prepared. They thought you needed to come with prototypes and boards and demos and detailed docs. But that’s not how I had envisioned the concept fair. To me, all you really need are ideas. It was supposed to be people getting together and sharing ideas, and then those ideas would morph and form into cool game ideas and some groups would form from them. This did happen, to some extent. And, of course, for those with more concrete plans, it’s a place to show off what they have and to get feedback and recruit people to their project.
So, next year, we need to do a better job getting a good room. We need to better explain that this is more about sharing ideas that existing work, and we should do a better job letting members know who’s planning what, both by utilizing the forums and site more effectively and by giving people a bit of floor time to introduce themselves. If you have any feedback, please go make a comment on how we can improve.