The second and smaller part of the con is
the extensive list of events, seminars, and speeches that are addressed
primarily at the gaming public. Not nearly as obvious as the gaming
itself, these can be of extraordinary value to any gamer/designer willing
to make the time to find and attend them. Game industry luminaries
of all makes and models from all parts of the industry make time in their
schedules to offer nuggets of wisdom, advice, and opinion on the business
of games.
Similarly, Game Companies often schedule
such events as a way to get their "company line" out to the
public. Of course, rumor is usually racing far ahead of corporate PR
so these are frequently a chance for the company to "correct"
the rumors, and are interesting (or alternately, amusing) in that respect.
The final part of the convention, and
certainly not least, is the exhibition hall. More than 300
vendors pack their butts into corporate wear and hawk their latest and
greatest products to the teeming public. Obviously given the focus
of the con, the majority of these are RPG- or Trading Card related.
But a large number of the wiser computer companies see the value in
participating in a customer-based event like Gen Con and are also
present. From the huge industry players like Microsoft and
Sierra showing off their newest titles, to the small one-man codeshops
that are pitching their latest wargame utility, a computer-focused
attendee like myself has a lot to go over.
Finally, the report!
Upon arrival I made a beeline for the Interplay booth, to harangue Chris Taylor for not
bringing my review copy with him (note to Chris: I'd just have taken it back to my room
and missed the rest of the con, so probably better you didn't bring it!). Starfleet
Command, for those of you not paying attention, has just gone gold and is on its way out
the door. In another example of the startling ability of this team to make the RIGHT
decisions, they were shipping first to the dedicated fans who made pre-orders.
That's right, they shipped first to their dedicated (slavering) fans, and second to the
retail outlets. Amazing that something so clearly THE RIGHT THING is missed by so
many companies.
Anyway, Chris was busily demo'ing the retail version to a crowd of impressed onlookers.
He actually was running it off the silver original disk itself (the copy they use
to make the master gold disk)! In any case, the game looked spectacular. The
graphics, which were good looking in the demo, have been cleaned up substantially and made
to look even better. Chris quickly whipped up a scenario with a number of races
battling in a deathmatch and showed that the ship model scale issues have been completely
solved. He didn't even really mean to show it off, but the battle showed something
else very clearly: the AI has been significantly improved. He was flying the Feds,
and since he was busy showing off camera features, models, etc, his ships naturally
separated. The Klingons pounced, their two ships working in tandem to reduce his
smaller ship to wreckage while it was alone. That's pretty cool.
Fighters in the retail version look great - they are no longer the suicide shuttles of
the demo. Interestingly, due to bandwidth issues fighters from a given ship are
treated as a single entity (a squadron) and the model actually shows a wing of fighters.
As I can't recall offhand an instance in SFB where I split a small fighter group -
remember, carriers are not yet in SFC, so the fighter groups are typically less than 6
ships anyway - this may turn out to be a clever solution to a thorny problem.
There were a lot of questions posed about the pre-order disk and it seems that this is not
widely regarded with the scorn that such products have met in the past. The public
seems genuinely interested in getting the new scenarios and especially the scenario
editing API's. I had a brief chat with Chris, but he was so busy showing the
game off to interested fans that we didn't really go into much more detail.
Needless to say there was a crowd in front of Interplay's booth the entire convention.