GDC Paris 08: Media Molecule
Media Molecule Keynote – Alex Evans and Mark Healey:
Alex:”I am going to do a lot of rambling about User Generated Content”.
They made their presentation inside Little Big Planet with custom artwork for GDC Paris. They explain they wanted to make a game based on creativity. Show a short history of game plateforms. “The technology improves but one thing doesn’t change: development people.” At media molecule they wanted to have a team the old fashion way (i.e: small and having fun).
Even with two people who have known each other for as long as Mark and Alex (15 years), making a game creates tension. The more people the more fights you get so keep the team small. They decided early on not to have more than 30 people on the team.
Alex: “As an industry we have the opportunity to do more than mimic books. There is a slight misconception that you need teams of 200 people to make a successful game because of the power of the hardware. but in fact many very successful games in the recent past were made with teams of 4 or 5 people.”
Where did the idea come from? The only real answer is “History”.
Mark goes on and makes a commentary while showing a slideshow about UGC starting back from the arcade through to C64, the game maker games such as the “Shoot Them Up Construction Kit”, then Amiga generation and “God Games”, then from 1996 on: the web…
So Little Big Planet is the latest take on UGC.
Alex: “You give people an inch and they make a mile.”
They show an axis:
Easy & simple ———> Complex & flexible
Singstar -> Line Rider -> Echocrome ->Spore
Their background as game designer always tempted them to go for complex & flexible. But they lost users when the tools became too complex. “Every time we removed features, the quality improved.”
Early during development they had a huge argument about a full roaming 3D environment or 2D.
They showed a pre-rendered video that settled that argument in the direction of 2 & 1/2 D.
Second big fight around the tools. Settled it with a video made by Mark. The “doing more with less” meme is thrown in.
They will keep pushing content after release. Even non UGC games are moving to a “support” model. Originally there was a lot of talk about episodic content until people realized that making a small game took 80% of the effort of a final game.
Showing your game early is good because it gives you early user input.


Comment from Troy Gilbert
Time June 27, 2008 at 1:54 pm
Speaking of user-generated content… how about user-generated games?
http://playmockingbird.com/