30. October 2011 23:32
Another amazing GameCity, we are in year six now and I’ve attended every year in some form or other. Each year the festival grows and develops in new and interesting ways and this year was no exception. There is no other event like this one, it offers a unique experience to explore and celebrate games, playing, art and their cultural significance. As such it draws a diverse audience from all over and it is these amazing people that really make GameCity the highlight of my year.
So here are some of my highlights and feelings about this year:
Journey and Robin Hunicke

One of the most profound moments in GameCity history was when Robin played Flower in the arcade behind the Council House, then her talk on creative minds in the same year inspired this blog post. So I was elated to hear she was joining us again this year to play Journey, the latest game from That Game Company.
This year we had beanbags in preparation, with the addition of consoles set up around the tent to play along. Given the collaborative nature of Journey this seemed a great idea and was a natural progression from observer to participant.
Beforehand Robin spoke of the process of creating a game that allowed and encouraged co-operative play, and how to encourage the desired behaviour, instead of griefing and competitive play, so often found online. I always enjoy this insight into the design of the user experience in games.
A special thanks to Robin for finding the time to talk to us afterwards and I hope GameCity will bring us all together again soon.
Uncharted Series, Richard Lemarchand and BAFTA

Over the course of GameCity Richard gave several talks on the Uncharted series, but the one that will stick with me the most was the BAFTA talk he gave, entitled Beauty and Risk which looked at emotions in gaming and how indie games had affected Uncharted.
Any (games) talk that references Donald Norman’s ‘Design of Everyday Things’ get a huge thumbs up from me.
Richard is a huge supporter of the indie game scene and both Robin and Richard are involved in Indiecade, which has I hope will return to GameCity. So as part of his talk he spoke about how the game The Graveyard had influenced the peaceful village in Uncharted 2, allowing the gamer to explore alternative contextual interactions.
The presentation was packed with information, including influences such as William Morris, best working practices and how systems in games are evolving, that are still rattling around in my brain.
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