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SEQUEL IN A TOILET
I know it's serious
This is the keynote
speech I gave on the opening day of the inaugural Game On
exhibition at the Barbican arts centre in London in May 2002 (the
exhibition has since toured the world, and as far as I know is still
doing so). Three of us spoke in the gallery's lecture theatre - developer and hugely lovely industry
uncle Charles
Cecil, myself, and then a woman whose name and identity I've
since embarrassingly forgotten. I think she was some sort of
psychologist. My piece addressed the wider cultural and artistic
merit of gaming in 2002, a theme I've
subsequently
returned to here on WoS. It went down pretty well on the day,
generating most of the questions in the Q&A session that followed,
and looking back I'm fairly pleased with the accuracy/foresight of
the speech a hardware generation later, especially with regard to
the PC and handheld markets. The Barbican, I established in my short introductory
preamble, has really small
toilets.

If you were to hold this exhibition again 20 years from now, looking back over the period from now until then, chances are
that it wouldn't occupy
the 2000 square feet of floorspace it's using today. The chances are
that you could do it perfectly adequately in one of the cubicles in the toilets. Because if the games industry continues along its current path, you’d only need to show the visitors about six games. There’d be a fighting game, a racing game, a Tomb Raider-style 3D adventuring game, a football game, a resource-management strategy game and a role-playing game. Around you there are hundreds of different videogames, but more than that, most of them represent different ideas. And
at the moment, ideas are what the videogames industry is right out of.
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