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Game Developers Conference
       Roundtable Reports

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The following are individual reports of the various roundtable that occurred at the Computer Game Developers' Conference in 1997 and 1998.

CGDC 1998

Better Sound Design by James Ackley

Multiple Intelligences and Killer Game Engines Collide by James Ackley

Whither (or Wither) War Games by Mark Baldwin

Premises in Story Games by Hal Barwood

FX vs. Game Content: When is Great Technology Not Enough by James Daniel

Artificial Intelligence Moderator's Report by Eric Dybsand

Babes in Boyland: Exploding Myths About Women in the Gaming Industry by Melissa A. Farmer

Fascist Game Design by Anthony Farmer

We Have No Lives: RPGs, Players, and the Future by Tom Hall and Warren Spector

Artificial Intelligence Moderator's Report by Neil Kirby

The Relationship with the Publisher: How to Handle the Master without Becoming the Slave by Joe Minton

The Problems of Puzzle Game Design by Alexey Pajitnov

Artists vs. Programmers 1998 by Lane Roathe and Chris Fregien

The Future of Strategy Games by Phil Steinmeyer

Scalable Geometry Roundtable by John Talley

Designing Multiplayer Console Games by Steve Taylor

"The Console RPG Aftermath" by Gabriel Valencia

Artificial Intelligence Moderator's Report by Steven Woodcock


GDC 1997

Whither (or Wither) War Games by Mark Baldwin

Puzzles in Story Games by Hal Barwood

Producer's Forum by Bob Bates

Database Development for Real-Time 3D Games by Gjon Camaj

How to Screw Up a Perfectly Good Production by Heather Chirtea

Artificial Intelligence in Computer Games: Report #1 by Eric Dybsand

New Worlds, New Paradigms: The Frontier of Multiplayer Zero-Sum Entertainment by Sean Patrick Fannon

What Happened to RPGs? by Anthony Farmer

Geeks vs. Suits, 3.0 by Anthony Farmer

Real-Time 3D Modeling by Evan Fisher and Jordi Davis

What Do Female Game Players Really Want? by Annie Fox

"Relevant" Music Scoring of Next-Generation Games by Rich Goldman

The IA-SIG Audio Forum by Rudy Helm and Ron Hubbard

3D Accelerators, One Year After by Brian Hook

Electronic Rights by Curtis E. A. Karnow

Artificial Intelligence in Computer Games: Report #2 by Neil Kirby

Art Tools and Techniques by Denis Loubet

Environment vs. The Game: Is the Medium or the Content What Keeps Them? by Susan Manley and Jim Stern

Artists vs. Programmers by Dave Menconi

Business Models for On-Line Games by R. Kirk Owen

Getting Into the Game Industry by Darren Reid

Designing Games for 3D Audio by Brian Schmidt

"Why Won't They Tell Me What They Want?": Real World Communication Between Musician and Producer by David B. Schultz

Visceral Gaming: Should We Be Afraid? by Paul C. Schuytema

Interactive Writing Forum by Lee Sheldon

Choosing an Authoring Tool by Jamie Siglar

The Future of Strategy Games by Phil Steinmeyer

The Real Design: From Design Spec to Product by Christopher Thompson

Windows 95: Stories from the Trenches by Jack Thornton

Original Content: R&D for the Next Breakthrough Title by Larry Tuch

Multiplayer Games by Carrie Washburn

Designing for Community: How to Cope with Problem Children of the On-Line World by Dave Weinstein

Artificial Intelligence in Computer Games: Report #3 by Steven Woodcock

 

 


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