Another year, another great Montreal International Game Summit. Though, I’m obviously biased given my role on the advisory committee… Still, speakers were as kick-ass as usual. And, personally, I liked the move to the more cozy/tighter Hilton venue.

There was a good biz oriented thread about the need to invest in marketing and better understand your audience. The one-two punch of EEDAR’s “marketing is more important than quality” message and Valve’s revealing online sales numbers, was too big a wallop for some to swallow. The important of marketing, and games as a service was even central to the “riding the waves of change” panel that I was on.

Another good thematic current was on games and meaning/impact. With several sessions exploring the more serious angle, including Randy Smith’s “how to make a not fun game”, there was some critical introspection that you don’t normally see at most game conferences.

My biggest disappointment was not having Heather Chaplin lay a big smack-down via her “guy culture” rant. Hopefully she’s feeling less sick… Though, it did give me the chance to get up and give a last minute replacement keynote on the need to fail to reach success.

Some quick photos:


Gerri Sinclair (Great Northern Way Campus) and Brenda Brathwaite enjoy window shopping for boots on the way to the Concordia reception.

 


Paul Holden (Media Molecule) and Lynn Hughes (Concordia) enjoy some wine.

 


Wada san explains the Square Enix corporate philosophy.

 


Liza Wood (A2M) gives advice on how to be nice to your team.

 


Scott Rogers (THQ) explores design lessons from Disney World.

 


Joe Booth (EA) and Jane Pinckard (F9) at the VIP reception.

 


Warren Currell (Sherpa Games) showing off his Movember mustache.

 


Clinton Keith on lean production.

 


Very interesting set of sustainability sub-topics for the CEOs panel…

 


…but the actual discussion was surprisingly lame, and mostly centered on the topic of violence and ratings.

 


Sales curves for Team Fortress 2.

 


Valve’s Jason Holtman getting drilled with questions on Steam and digital distribution.

 


Chris Hecker, again. Again, awesome.

 


Hecker’s fork for the future of the medium.