Every year, I forget to make any note at all of the GameCity development process, then we get caught up in the mania of the show and all of the amazing things that happen simply fly by. I can’t remember anything anymore on account of my brain being sub-optimal, so this year I’m resolved to start making some notes on here. It’s wholly likely that when the re-tooled online affairs of the festival and associated projects get sorted out (a process which is just beginning), and something not dissimilar to this will get moved onto there, but in lieu of that happening I wanted to make a start.
We’re in the middle of a major rethink of a lot of the GameCity activities from last year, which was something of a watershed for us. It’s always been a tricky project, not so much walking a line between niche and mainstream – but rather straddling an insanely wide set of possible audiences. GC3 was largely constructed to tease some of the more obvious audiences apart, and was wholly successful in doing so. That wasn’t however, necessarily desirable – turns out everyone wants to play together.
This year, it’s going to be a lot more playful – which seems appropriate.
It’s becoming ever more apparent that GameCity works best when it frees itself form its own expectations and concentrates on being a happening, in the participatory art sense of the word. Certainly a lot of the events that have worked best have hopefully had something of the interventionalist about them. It really feels like the whole event can start to shape up after some of the strategic misfires of last year.
Speaking of happenings – don’t forget to come along to Save the Videogame if you’re in Manchester on Thursday night. We’re quite literally working quite hard on it.
More dates to be announced veeeeery soon.