The 'GDC 25' Chronicles: No Longer An Issue
[Continuing his 'GDC 25' archival research ahead of the 25th Game Developers Conference in San Francisco this February/March, official GDC historian Jason Scott goes back to the '90s to unearth classic lectures on coin-ops, modem play and game packaging.]
When things go obsolete in the technical world, they really go obsolete. They disappear like they owe you something, like they're trying to hide out, lest anybody find them. One moment, an issue or discovery seems like it's going to be the one true way - the next, it's not even listed as an option.
Since Game Developers Conference has always been a conference and a conversation about moving forward (with the occasional glance back), it's not surprising that the odd talk would be a wonderfully assembled, well-spoken, insightful presentation about something no longer that relevant. Or, at least, apparently not relevant. Here's a few that went by that got my attention in that theme.
With so much software showing up through online delivery these days,Pam Sandbury and Terry Soo Hoo's 1997 GDC talk on video game packaging, now available on GDC Vault in audio form, sheds a lot of usefulness very quickly. That said, it's a great snapshot of what makes a box stand on its own, and with the expectation that online sales will become more and more the norm, and the need to stand out from the wash of other products growing, it likely has some life left in it yet.
However, if you remember walking through your local software or computer
shop and being entranced by certain boxes and put off by others, these
speakers cover everything from placement and design through to logistics
and brainstorming unique ideas to make your program the must-have on
the shelf.