That level of intrigue boosted the presence of other "indie" games—a term to describe self-funded titles made by small teams—in the busy exhibition hall. The PAX 10 collection presented the fest producers' favorite new indies, including the show's sleeper smash hit, Retro City Rampage, which satirized Grand Theft Auto from an 8-bit point of view. (Imagine driving a stolen car through the picturesque, retro wilderness of The Legend of Zelda, for starters.) Even Microsoft hosted an booth's worth of indie games, including the hair-pullingly difficult Super Meat Boy and the adorable Ilomilo.
But to know PAX is to understand how small a percentage that exhibition hall made up.I struggled with an abundance of choices. Because I couldn't say no to any of them, I slept for 16 hours the night after PAX.
I played whatever board game I pleased (and discovered fun diversions like Red November and Small World). I attended panels whose "discussions" typically devolved into roars of laughter. I flopped into a beanbag lounge to challenge strangers to versus matches of Tetris. I watched my favorite band of the summer, Brooklyn's Anamanaguchi, perform a symphony hall concert with a Nintendo Entertainment System as its lead singer. And I skipped out on PAX's boozy parties to play games all night with thousands of like-minded nerds (some of whom have already become real-life friends).
My choices paid off. I had a blast. And as I made sense of PAX's aftermath, I kept thinking back to keynote speaker Warren Spector's design philosophy: "play style matters." His obsession with choices—with making video games that are thick with consequences, chains of events, and a causality that has the feeling of real-life—has paid off.
But he's still grappling with a huge choice from last year: to reveal his lifelong obsession in the form of a new video game, one that his old fans are still furrowing their brows about.
An industry legend responsible for epic games about dystopias, space combat, and medieval virtue, Spector surprised the industry last year when he revealed his newest project: a Mickey Mouse video game. For the family-friendly Wii. He insisted it was still his style of game, showing off art and design samples with a dark palette and bizarre characters, but his hardcore fans recoiled.
They knew nothing of Spector's lifelong love affair with all things Disney—that he grew up collecting reel-to-reels of classic cartoons, that he knew about every obscure Disney character ever created, or that he very nearly became a Disney designer, also known as an Imagineer, in the '80s before taking a gig as a video game maker instead.
"I always wanted to build a theme park attraction," he said, "and now, I'm kinda getting to do it virtually." To some extent, that's why Spector came to PAX: to speak directly to the gaming nation, and to tell them that Disney's Epic Mickey, set for release in a few months, is his dream game (and should be theirs, too).
"They have this cloistered view of what games can and should be. I want them to broaden it. I wanted the opportunity to tell them, don't be afraid of games becoming more mainstream. It is a good thing. It will give you some place to go when... when you outgrow adolescent power fantasies, you're going to want some place to go, because you're not going to stop playing games. The available choices are going to narrow, narrow, narrow, given the content constraints that you're imposing on developers with your dollars. I wanted [gamers] to open their minds to new ideas."
As our conversation continued, Spector, a self-described "academic goober," rattled off two discrete lists, each answering a different question of mine. The first was a smattering of hopes about the games of the future. Better artificial intelligence. Better stories for multiplayer games. Worlds that react realistically to what players do.
The second list was all of the innovations that Walt Disney, his idol, brought to American cinema. First feature-length cartoon. First film to employ stereo sound. First use of robotics in a film.
Both lists came off his tongue briskly, minutes apart from each other, but their similarity was striking. I'm not sure he noticed. Spector's keynote speech touched on the notion of his industry reaching a "golden age" of acceptance and popularity. And he's watched that growth from its inception. After decades of work crafting adventurous games, in which players must pick from choices and possible outcomes, Spector is ready to spring his concepts on the larger gaming world.
Disney Epic Mickey's colorful take on consequences, through a paintbrush mechanic that allows gamers to draw and erase entire worlds, is one means of doing so. Allying himself with his idol, Walt Disney, in front of PAX's cheering crowd of thousands, is another.
This year, at this festival, he's proudly clutching a to-do list—a series of gaming innovation dreams—with a Walt-like grasp.
"I keep telling everybody I meet, any part of the
business or outside, ideas are so easy," Spector said. "Ideas are
nothing. Execution is everything. I have over 300 game concepts on my
hard drive right now... With all of the problems we still have to solve
in video games, I could keep busy for the next 100 years."