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SXSW08: Inside Austin's Developerscape

In this panel, a group of Austin-based game developers set out to discuss the unique Austin game development community, moderated by journalist (and Joystiq contributor) N. Evan Van Zelfden. In the course of the discussion, a bit of neuropsychology and hilarious anti-MMO (and pro-MMO) vitriol also came out, along with a lot of reminiscence.

According to Junction Point's Warren Spector and NCSoft's Dallas Snell, the Austin game development scene, as well as its current MMO focus, have their origins in, uh, Origin. The Ultima developer moved in Austin in 1986 from New Hampshire, and many companies spun off from ex-Origin personnel. Spector was hired at the company after time spent teaching at UT and working at Steve Jackson Games, and then a stint in Wisconsin at TSR. Snell was at Origin during the 1986 move.





The current state of Austin game development, according to panelist Lori Durham from Aspyr Media, is "quite a state of transition," which she specified as growth. She classified Austin as a "perfect community for the melding of technology and creativity." She suggested that the economy could be a factor for continued growth, as developers come to Austin seeking a lower cost of living than other game industry-heavy areas. Max Hoberman, president of Certain Affinity, cited the fact that everyone in the game development community knows each other, and that he "can't even go out to lunch without running into ten to twenty people in the game industry." Spector suggested that Austin now has "anchor tenants" like Sony, Midway, and Disney, who will cause more talent to come in.

Thanks to Snell's enthusiasm for the subject, the topic quickly turned to the value of MMOs and virtual worlds. The draw, according to Snell, is that they are a "third place," similar to a bar or other hangout, where people can experience "belongingness" with a group of friends. What happens is a secondary concern to who it is done with. And those interactions must have emotional content, or they will not activate the amygdala and limbic system in the same way as real interpersonal interaction. Hoberman said that his company enjoys making involve people collaborating to solve problems. For his company, that doesn't necessarily translate into MMOs, but cooperative experiences like Left 4 Dead.

Spector, of course, took the opposite stance, as a designer of heavily narrative-based single-player experiences. He said that he "kinda, sorta knows how to reach you, and that's really powerful," versus an experience of "lining up to kill the dragon which keeps regenerating," which "sucks." The two made frequent jibes at each other's chosen game design styles.

Back on the subject of Austin, the city's IGDA group was praised by Hoberman as a "really active" community whose events draw "huge crowds." Spector reminded him that such an organization didn't spring up naturally, and it took a lot of work from him and the other board members and volunteers to make that happen. The IGDA chapter, Spector said, was important to help keep new employees "vital, vocal, exciting, and energetic."