1) Please introduce
yourself and tell us why you're so fascinated with Indie game development?
I'm Ron Meiners, a long-time community guy from the
"good old" days at Mplayer.com. I've worked at a number of
places, notably iWin, Ubisoft, and Multiverse.
To me, we're living in really exciting times, with both
games and online community really becoming important in people's lives.
It's a revolution really, with experimentation and exciting new developments
happening practically every day. Who would have imagined the tremendous
growth of Flash games for example? Indie game developers, I feel, are
living right on that edge, experimenting and coming up with creative new ways
to engage people.
By the way, I think community management is in the same
state: it's a frontier, sometimes a wild one, and we're watching the birth of a
whole new way for people to interact and form connections. And it's just
going to get bigger.
2) Tell us about your community history
and your role in bringing players to casual and Indie games.
I started working in community at Mplayer.com, which was an
important and very innovative interactive game site started in 1995.
Among other things, there were lobbies for people to gather, arrange game rules
or teams, and just generally hang out. More, we were one of the first
places to have voice chat, so people really got creative, with everything from
nightly songfests to online AA meetings.
Anyway, seeing the amazing new ways that people were
interacting online, I just got really excited about it and in working with the
communities to make it a satisfying experience for everyone, both community and
host site, which I think is one of the keys
I went on from there to iWin, then Ubisoft to work on Uru,
various Myst titles, and Splinter Cell. I still think of myself as a
member of the Myst community, and have a lot of very good friends that came
from that experience. But Uru didn't last, which is a whole other story.
I went from there to Multiverse, working with a lot of young and indie
developers, who used the platform to bring their worlds to life. I still
think that's a really exciting technology, with a lot of potential.
I'm consulting now, as my last job at MyHollywood.com is at
an end. It was a really exciting project, blending casual games and
entertainment. But I've moved on to a number of other projects, still in
development. If it's about community, I'm likely to get psyched about
it: there's so much potential still for creating innovative and exciting
new experiences in games and online socializing.
3) IMGDC 3.0 is set to be the most
successful Indie conference in the game industry this year. What excites you
about the conference?
I think especially in hard times, the role of the indie
becomes really important. They say that the first dot com crash opened
the door to a tremendous new surge of creativity, as people had time to create
new experiences and new sites and products. I think that's true, when
everyone's at a nine to five, there's less impetus for creativity. When
you've got time, and incentive, creating the great new thing becomes much more
likely.
So this year's conference I think will be really important,
in a way, and I'm really excited to see who will be there and what they'll be
working on. I think we have a chance to define ourselves as a group in a
new way, and maybe strengthen our position, or encourage new development.
4) Will you be
speaking at IMGDC 3.0? If so, what exciting topics do you have to share
with those who attend?
I will be speaking this year, leading a round table with a
couple of other awesome community folks, and we'll be starting with the basics
of how to build a great community. I'm thinking that with indies a lot of
teams will be small, or even a solo creator, so having a guide to working with
community might be helpful for folks who don't have the resources to bring on a
full time community rep.
Now, I want to say too, if you can bring in a community
person, by all means do it, like any profession, a good CM will have
experience, knowledge of best practices, and a whole lot of answers it's likely
to take you some time to figure out on your own. But for many indies
that's just not an option starting out, so the round table will be starting out
with the basics of building and managing community. But it will be an
open format, so if there are more advanced questions that people bring, we'll
do our best to help solve them. It should be fun and hopefully useful for
people.
5) If there were
three things you could say about IMGDC 3.0 that defined the conference and
encourages industry members to attend, what would they be?
First, as an indie, I think it's crucial to have access to
people who have faced the problems you're solving and have solved them.
Second, it's all about the networking! Well, at least,
there's a lot that get so much easier when you know people throughout the
industry, in various facets or with different skills or whatever. By all
means, go make contact with other indies. Plus, it's always great to
party a little with people who understand what you do.
And third... go for the buzz. Seriously, there's
nothing like seeing what others are doing and talking about what you're doing
to get you all excited again about making awesome games. Go for the
inspiration and the excitement and creativity, go to remember why you started
doing this crazy stuff in the first place, and in a setting that hasn't been
taken over by the corporate bottom line.
6) You have mentioned
previously how the passion of the community is parallel to that of the
developer. How does this relationship differ with Indie games?
Well, I think the connection is much more direct. I
mean, most corporations have other interests than the kind of inspiration and
excitement that drive the indie developers. They've got financial
considerations, and the people there have other motivations, security or
success or whatever. All of which are fine, but most indies don't do what
they're doing for those reasons. Their passion for the creativity or
uniqueness of a game is closer to what drives communities.
7) What can the
community look forward to in the next few years from Indie developers?
Great question! Honestly, I think there's a huge
revolution just starting to happen (again) in online social interaction.
The whole "web 2.0" thing was driven by some new, mostly very light,
technologies that gave users new ways to connect and to contribute to the
content flow of the entire community.
Thus far, however, very few of these technologies, or even
these ideas, have made their way into games. Spore's a good example -
there's a very rudimentary mechanism for the players to contribute
content. But what if you had a feed update of how your race fared against
others? And maybe could make refinements in your next generation based on
that? What if there were twitter streams for your race or in your guild,
in an MMO?
Like that... there are, I think, some tremendous
opportunities to leverage new technologies, and create new technologies, that
revolutionize socilizing in games. Just around the corner! And
likely, the indies will be doing it, they're the ones who take the chances.
8) What games are you
playing right now? What community tools are these games using that you like,
and why?
Well, I'm a dad now, and that's really cut into my game
playing time! But it's a trade I'm making happily. So mostly these
days I'm playing little flash games: they're quick, and there's a lot of really
interesting and creative game design going on there. People trying all
sorts of new ideas, which is very exciting to me. I think that we've
basically just scratched the surface of what games can be, and there's finally
some really interesting innovation going on.
I still do check in to WoW from time to time, but it's a
social thing more than anything else, to stay in touch with some old
friends. I do think WoW has done some good stuff lately, trying to
broaden the range of experiences that might be interesting to their long-term players.
I think the awards and some of the automatic updates they've incorporated help
spark interaction in the guild, which I think is a step in the right direction.
9) Thank you Ron for
sharing with us your thoughts about the industry and IMGDC 3.0!
Well, right now is a tough time everywhere, even for our industry, but I
do think there are aspects that really favor the indies heavily. Indies have more flexibility, they can run leaner, and
especially in tough times, there's a sort of "why not" attitude that leads
to trying new things. So I wouldn't be surprised if this time creates
some new paradigms in game design, out of indie developers.
And I'm really excited about this year's conference.
IMGDC has grown and gotten better every year, and I'm sure this one will be no
exception. There simply isn't another conference that is oriented to
indie game developers the same way, and I think it has a lot to offer, as I
mentioned above. Plus it's in Las
Vegas this year, gotta love that.
Hope to see you there!
Posted
Jan 27 2009, 08:26 PM
by
Mathew Anderson