ION Conference Impressions
May 16th, 2008At Austin, I saw some really stand-out presentations and some really horrible ones. For most of ION, it was all middle-of-the-road. There wasn’t much that was just awful, and there wasn’t anything that stood out as being exceptional.
Part of the problem comes from there being so many panels. Frankly, panels just aren’t that interesting compared to lectures. They usually rehash the same subjects, and they just don’t get into enough depth or detail. I talked to some other people about this and we had a general consensus: people who are preparing lectures spend a lot of time preparing. Panelists usually don’t spend much time preparing, and often there isn’t much they can even do to prepare. The effort that people put into lectures shows, and it’s much more useful when you’re presented with a coherent package of information.
I also thought the design track was pretty weak this year. There weren’t many design lectures that I cared to attend. I missed several of the design lectures, so it’s possible that those were was some good content hidden away. I also missed a lecture I wanted to see because I slept in. Actually, my own lecture is the only 9am time slot I made it to, and that’s only because I had to be there!
In hindsight, I missed a couple of the lectures that might have been interesting. Because I went to way too many panels and none of them were useful. It’s not that they were bad and not entertaining. It’s just that panels seem to plateau at a level well below what lectures can achieve, even with a collection of panelists that all give awesome lectures. Maybe I just haven’t been to that really enlightening panel, but I’m doubtful.
Sara Jensen Schubert’s lecture about game balance tools and longevity was fine, but it’s hard to judge I was really the wrong audience. Since I’ve basically lived in the whole MMO balancing and tool scene, I already knew all the issues and what we really need. Joe’s postpartum presents a similar problem, especially since I already saw the lecture! I wasn’t fond of the Stargate talk.
And then there was this boring keynote by Alex St. John about The PC Gaming Comeback. Or, that’s what I thought. Then I went there and it blew me away. It’s the best keynote I’ve seen. Usually, keynotes are so drab, uninformative, safe and fond of telling the audience thing they heard ten times before. This one was different. His presentation style turned away some viewers, but it didn’t bother me. He started off pretty much by trying to stir up controversy in a way that could upset people to get them to pay attention. But he backed up everything he said - including the controversial statements - with math. The presentation was filled with charts, numbers and graphs. It was worth the price of admission alone. I might talk about the actual presentation, but there’s probably a much better write-up elsewhere.
Up until that point, Brandon Reinhart’s mini-lecture on narrative design was my favorite talk. Joe claims that’s just because I want design to have our own personal concept artist to use to communicate our ideas.
Overall, it was a really valuable conference. I just wished I saw a few more substantial lectures.