Why the hell were you in California?
Working at GDC, why not? I am working to be a game designer after all.
Hey Thinkaman, were you a first year CA? I've been going for 5 years, though I wasn't a CA this year due to midterms and such. I did attend the Sakurai meeting, though, and hung out with my CA friends the rest of the day.
Yeah, first year. It's an incredibly awesome program; are you in the industry now? I mean, you sort of have to be to have been there... >_>
Though, you know, I kind of have a different take on Sakurai having done most of the stuff himself. I don't think that's amazing. In fact, it worries me tremendously. I'd much rather have a bunch of people who know the game design it than one person work on it, otherwise you get biased results.
I am going to have to disagree completely on this. Let me give my personal anecdote:
When Oblivion came out, it was one of the most unbalanced games of all time. Bethesda had to rush to get the game out, and realeased a game that contained a complex and detailed framework for putting in balancing lists and formulas for variables, but they didn't have time to actually write any lists or formulas themselves. The mod community went to town to meet Bethesda halfway and finish the job that already had the difficult half done.
...and it was a mess. Monster leveling lists would be technically compatible with another modder's global leveling formulas, but conflict from a design point of few. Another's complex hunting mod would break the herd behavior of another mod, which would both override someone else's attempts to fix animal hostility. And don't even think about two modder's tryign to put two objects into the same room, or worst, container...
It wasn't until Oscuro came in and started unifying content that Oblivion was able to realize it's potential as one of the best RPGs of all time. That's what the game needed: one designer who could manage EVERYTHING about the game and it's balance. He could put new risks and rewards anywhere in the game with proper consideration of the pre-existing risks and rewards, because he alone was fully aware of them having put them each there in the first place. The difference of going from multiple designers to one was night and day for game balance, no matter how coordinated the multiple designers tried to get.
Balance is best done by a single individual aware of EVERYTHING, who needs to collect data from as many others as possible to gain a non-biased perspective.
And yes, he did have 3 GCN controllers up on stage, but it's not like he was pulling a ChuDat and actually playing well with them. He'd move at the same time, and for a second I thought there was someone else, but then I realized that usually when the characters moved they'd be running in the same direction or whathaveyou.
During the demo, he wasn't doing anything impressive with more than one character. However, when he was messing around onstage before hand after setting it up, he was doing much more impressive feats, even if it was still just goofing around making sure it all worked.
Thanks for the good response!