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	<title>Minmaxing Life &#187; UGC</title>
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		<itunes:summary>Enjoy yourself, it's later than you think.</itunes:summary>
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		<title>GDC Paris 08: Media Molecule</title>
		<link>http://www.lejade.org/2008/06/gdc-paris-08-media-molecule/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=gdc-paris-08-media-molecule</link>
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		<pubDate>Mon, 23 Jun 2008 10:01:15 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[UGC]]></category>

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		<description><![CDATA[Media Molecule Keynote &#8211; Alex Evans and Mark Healey:


Alex:&#8221;I am going to do a lot of rambling about User Generated Content&#8221;.
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. &#8220;The technology improves [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Media Molecule Keynote &#8211; Alex Evans and Mark Healey:</strong></p>
<p><a class="tt-flickr tt-flickr-Small" href="http://www.flickr.com/photos/lejade/2603897497/"></a></p>
<p style="text-align: center;"><a title="Mark &amp; Alex at GDC Paris" href="http://flickr.com/photos/lejade/2603897497/"><img src="http://farm4.static.flickr.com/3075/2603897497_5acac0de67_m.jpg" border="0" alt="P6230006.JPG" width="240" height="180" /></a></p>
<p>Alex:&#8221;I am going to do a lot of rambling about User Generated Content&#8221;.</p>
<p>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. &#8220;The technology improves but one thing doesn&#8217;t change: development people.&#8221; At media molecule they wanted to have a team the old fashion way (i.e: small and having fun).<br />
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.</p>
<p>Alex: &#8220;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.&#8221;</p>
<p>Where did the idea come from? The only real answer is &#8220;History&#8221;.<br />
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 &#8220;Shoot Them Up Construction Kit&#8221;, then Amiga generation and &#8220;God Games&#8221;, then from 1996 on: the web&#8230;</p>
<p>So Little Big Planet is the latest take on UGC.</p>
<p>Alex: &#8220;You give people an inch and they make a mile.&#8221;</p>
<p>They show an axis:<br />
Easy &amp; simple &#8212;&#8212;&#8212;&gt; Complex &amp; flexible<br />
Singstar -&gt; Line Rider -&gt; Echocrome -&gt;Spore<br />
Their background as game designer always tempted them to go for complex &amp; flexible. But they lost users when the tools became too complex. &#8220;Every time we removed features, the quality improved.&#8221;</p>
<p>Early during development they had a huge argument about a full roaming 3D environment or 2D.<br />
They showed a pre-rendered video that settled that argument in the direction of 2 &amp; 1/2 D.</p>
<p>Second big fight around the tools. Settled it with a video made by Mark. The &#8220;doing more with less&#8221; meme is thrown in.</p>
<p>They will keep pushing content after release. Even non UGC games are moving to a &#8220;support&#8221; 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.</p>
<p>Showing your game early is good because it gives you early user input.</p>
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