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#Kölnmesse
canmom · 1 year
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Das Abenteuer der Canmom in Köln (zur Gamescom)
It's time for canmom to have another adventure! What will that wacky lil porygon do next?
[you may be wondering, whatever happened to the plan to transfer l'aventure de canmom à Annecy to the main site for easier reading? that's still planned to happen, hopefully pretty soon! I've just been very busy.]
So: I work for a small VR games company called Holonautic. I've been working for them for around four months now (time flies)! This week some of us were in Cologne, Germany, attending Gamescom. Until this trip I hadn't met any of them in person, and indeed only had a vague idea what they looked like, because the modern world is wacky that way.
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What's Gamescom? It's a major industry expo where game devs show off their games to the public and journalists, and otherwise have various industrial sorts of chats. The event fills a massive convention centre (the Kölnmesse), similar to the Excel Centre in London. Thousands and thousands of gamers enter in massive queues, and once inside, they queue up some more to get a chance to play some work in progress games at massive display booths.
Or maybe they go to the indie room, where there are hundreds of tiny desks just wide enough for a dev to set up a computer with a demo... or the retro games area, where various old consoles were set up for people to play... or one of the zones set up for laser tag or something like that. There was a lot going on!
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Even Cthulhu came down to check out the games.
My own experience of Gamescom involved very little of that. With my Trade Visitor badge I could skip the queues, but most of my time was spent in a corner of the Business Area demoing our game to influencers, other devs and members of Meta and Unity, and then heading out to restaurants to have dinner with other VR devs in the evening. I had a good time though! It was great to meet the rest of Holonautic in person, and get to see the sights of Köln a tiny bit. And it was a very rewarding feeling to see other people enjoy the game I'd been working so hard on.
So in this post I'm going to talk about my trip, do a bit of amateur sociology, think about the place of videogames in the world and all that - and also talk a little about how the game sausage gets made - at least as far as I can without breaking NDA. Sadly, the game I spent most of the weekend demonstrating remains under wraps, so I'll have to tell you about that another day. I didn't get to see a ton of games but I'll also talk about the handful of indies I did see!
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This time I travelled by train (non-transport nerds, feel free to skip this paragraph), taking the Eurostar from St. Pancras to Brussels, and then the ICE 19 to Cologne. Although it was slower and a bit more expensive than flying, once you factor in the time it takes to travel out to the airport, and the security generally being much more straightforward, I think I much prefer the trains. I spent my journeys drawing other passengers (coming soon to @canmom-art) and reading Osamu Tezuka's manga Ayako (which will be its own post). It was all told very straightforward and comfortable.
[minutiae: I thought I was clever by getting an Interrail pass instead of just buying tickets the usual way, but I didn't realise that you also have to pay for seat reservations, so in the end the Interrail probably cost about as much for a 'there and back again' type of trip.]
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By far the most expensive part of the trip was the hotel room. We stayed in a hotel pretty close to the centre of Cologne, but it turned out that its proximity to be about 15 minutes walk from public transport, so we didn't end up saving that much travel time. Since I ultimately spent almost no time in my hotel room, I think if I go next year, the call will be to stay at a hostel. But anyway, let's talk games.
How a game gets released on the Quest
So, Holonautic specialises in VR games. I wrote about our previous games in this very nerdy post, but in brief, there are broadly two major types of VR game: PC VR and standalone VR. For PC VR, the game runs on a computer, and the headset just contains a screen and something that can be tracked. For standalone VR, the headset is essentially a powerful Android smartphone with a custom OS; it uses the headset's cameras for tracking and does all the computing on the headset.
With the success of the Oculus/Meta Quest series, standalone VR became really, really popular - much more so than PCVR ever was. It makes sense: for native games you don't need a powerful gaming PC and there are no cables to trip over or expensive base stations, but you can still play PCVR games if you want to. Almost all of Holonautic's games are Quest-native.
For PCVR games, you can use one of various APIs, such as OpenXR, to wire up your game to VR tracking and input. Moreover, Valve built pretty good VR support into Steam, and since Steam is pretty much anything-goes, it's pretty easy to release a PCVR game in a way people can get it - but marketing is all on you, as with any Steam game.
The Quest is a different story. Compared to other consoles, Meta (which absorbed Oculus a few years ago) occupies a bit of a strange position in this industry, simultaneously the hardware manufacturer, the only publisher, and also a developer of first-party titles.
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I don't have any good pictures for this part so here's me in a massive cathedral. Metaphors? No no. It's just a holiday photo...
There are two ways that games can get released on the Quest. There's the store, which is heavily curated: here, Meta acts as a publisher, releasing only games they think will sell, but they also put games through months of QA and handle all the marketing for you (i.e. putting it in front of people when they boot up the Quest). To get on the store, you basically need to have an in at Meta - there's a whole process, I'll talk about that in a moment. There's also 'App Lab', which is much less heavily vetted - but also it's a lot harder to get an audience on App Lab. If a game is particularly successful on App Lab, Meta may end up promoting it to the store. But a lot of games just languish there.
Of course, just because you have a liaison at Meta does not mean you have a free pass onto the store. There's a whole series of stages you have to go through: first you write up a detailed pitch, then if approved (based on what else may be in the works, Meta won't approve two overly similar games), you have a few months to make a 'Minimum Viable Product' prototype of your game and show it to Meta. I joined the company about a month before the MVP was due on our game.
Assuming your contact at Meta likes the MVP, you get a few more months to make a 'Vertical Slice', which is essentially a small portion of your game that's more or less complete. (For example, a single level.) Then, you show this to Meta again. If you make a good impression, they'll give you the go-ahead to finish the game and release it on the store.
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Here's another random picture of Köln from the famous Hohenzollern Bridge. Are you saying this wall covered in padlocks is symbolic of something? Overactive imagination, I tell you.
So if yo uwere wondering, the last few weeks of intense work were all about making that vertical slice be as good as possible (and it got pretty clutch at the end). Since we were all going to be at Gamescom, we agreed with our guy at Meta that we'd demo the game in person.
The upshot of all this is that selling a VR game is heavily heavily shaped by Meta, and specifically the individual at Meta who makes the call. Holonautic has a longstanding contact with a laid-back American guy I'll call W.; he has in the past championed some of our games like Hand Physics Lab that left other Meta staff unconvinced. (As it turns out, W. was right and Hand Physics Lab was successful.) But he's not shy about saying that a game doesn't make the cut and should go to AppLab instead. Our game would live or die based on W.'s opinion.
But not just W.; Meta itself as an organisation is also looking for certain things, shaped by its internal politics. They have new features they want to tout - so if you can come up with a game that uses mixed reality, hand tracking and shared anchors that's probably going to count in your favour. And they have certain directions they are keen to push: sporty exercise games are in favour at the moment.
What does this mean for the evolution of the medium? Well, of course people will make the games they want to make, and just because Meta likes an idea doesn't mean it will sell. But Meta does have a lot of power to dictate the general direction of VR games - and if the Apple Vision Pro takes off in a few years, Apple will no doubt end up with a similar role.
It's been interesting to see the forces that shape a game up close: our ideological desire to make things that are new and different and meet our personal tastes, balanced against the need to have successful games to keep the company afloat (good old M-C-M'), and the need to satisfy Meta; all of this leaves its fingerprints on the game.
To not keep you in suspense, I think the demo to W. went pretty well; I can't really say more than that. It was also a good chance to tell the Meta guys about the parts of their APIs that are jank and hard to use - and to their credit they were apparently rather desperate to get feedback and I feel hopeful that they'll make it better.
It's hard to talk about Meta, because it's just such a massive organisation. We can talk about massive erosion of privacy, enabling genocide in Myanmar, and so on - but we're dealing with a small sub-corner of this huge beast, which is less a social media company and more of a games publisher and console manufacturer. But I definitely understand why someone wouldn't want to let a Facebook device loaded with cameras into their house! I could go more into privacy and the Quest 2 but it would be way too long a tangent. Ultimately this is probably a 'no ethical consumption'/'we live in a society' type of deal - one day Meta's domination will erode and we'll have to deal with a different superpower.
Whatever happens, we can continue to explore what's possible in this medium! I think of all the ethical bargains that must be made with the tech industry, I have done OK.
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What Cologne is like
On Tuesday, I arrived in Cologne Central Station (Köln Hauptbahnhof) and walked over to my hotel, where I met my colleagues. Most of them looked fairly similar to how they'd set up their VR avatars... but none of them had realised I'm super tall. surprise, bitches ;p
We went out to an Indian restaurant where we all ended up ordering biryani. This being Germany, the portions were massive, so I asked for mine to be in a box to finish later, forgetting that my hotel room had no fridge or microwave and I'd have zero time to eat it (rip). Overall I think I hit it off pretty well, and we chatted for a while about games we liked, the mess that happened at Za/um, movies and the like - it was good to get a chance to interact more casually in person instead of only ever talking about work stuff. Everyone was exhausted from travel so we turned in pretty early, though probably not as early as the restaurant would have liked...
The thing that surprised me most about Cologne is how much it didn't feel strange or unfamiliar. If not for all the signs in German and cars driving on the right, you could drop me in an area of Cologne and tell me it's an unfamiliar part of London and I'd easily believe you. The parts of the city that are filled with business parks and glass-fronted chain stores could exist almost anywhere on Earth.
That said, there are some ways the Germans do things differently! One is restaurants. I visited three different restaurants and two of them worked on a 'self-service' model. Essentially, you order your food at the bar, and they give you a little buzzer device. When it buzzes, you go back up to the bar and collect your food. Nobody would wait tables, there would just be one person behind the bar taking orders and such (though someone would still have to clean your table).
Restaurants also close very early in Cologne. I think a couple of times we put staff in an awkward position of wanting to go home but having to sit around until our party was done. That said, at one point I walked through a riverside area with a few dozen steakhouses, and that seemed to stay open a lot later.
Köln has a decent amount of graffiti, a surprisingly large portion of it in English. Under most bridges there's usually a good number of tags. I didn't manage to get any good photos but shout out to the person who wrote something like 'this world is too damn loud', which is a big mood for autistic girl walking away from a convention centre lmao.
Wednesday: in which our heroine finds out what an influencer is
The next morning we all went down to a German bakery (pictured above). According to my colleagues, the thing to get is a Bienenstich, or 'Bee Sting', a kind of cake with crispy honeyed almond flakes on top and cream in the middle. Here's a really bad photo:
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It was pretty tasty!
We scooted over to the convention centre on the metro, and made our way in. I started getting used to navigating the Messe. Our company didn't get our own booth this year, but XR game devs are pretty tight-knit, and Niantic, creators of Ingress and Pokémon Go, there to promote their new phone-based AR Monster Hunter game - lent us some space in their booth to do a demo to the popular VR influencers Cas and Chary.
We headed over to Hall 8 and none of us could find the Niantic booth. Eventually we figured out why: the Niantic booth was outdoors. On a very bright summer day.
The Quest 2 has a bit of a finicky relationship to light. If it's too dark, the cameras can't pick up anything and tracking can fail - hand tracking is especially susceptible. But bright sunlight is also a problem. Essentially, the controllers on the Quest 2 contain small infrared LEDs, which are tracked by the headset's cameras. This works very well, in general - but in the sun, the background infrared radiation can completely overwhelm these LEDs and the controllers become essentially unusable. You also have to be very careful never to let the sun shine through the lenses inside the headset when you take it off, or the focused sunlight can destroy the screen.
So, an outdoor demo was a problem. Luckily, Niantic had an air-conditioned tent in their little zone. We all filed into the tent and started testing the headsets. Even inside a tent, it was too bright for the Quest 2 hand tracking... but we managed to figure out the Quest Pro still worked (since it uses cameras in the controllers for tracking), and rushed to test everything would work. Before long, Cas and Chary arrived, and we demoed the game. Look mum, I'm in a tweet:
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Before this convention I had very little knowledge of the whole world of VR influencers, and honestly I still don't, but it seems to be a big thing - a good word from an influencer is a massive boost to a game's chances. I'm still not entirely sure what the difference is between an influencer and a journalist; both are in the business of reviewing new tech and games and rely on a reputation of unbiased analysis for credibility, and both are courted by devs hoping to promote their games. I guess an influencer is like a fully independent journalist? In any case, Cas and Chary were really sweet in our extremely brief meeting, and it was amazing to see the first people from outside the company having fun with our game.
We got word that bHaptics, a Korean company which makes haptic suits and gloves for use with VR devices, had some space in their booth and were willing to let us do some demos there. So we set off back down the entire length of the convention centre to go into the secret Business Area.
Wednesday at Gamescom is restricted to trade visitors, meaning it's much less crowded than the later days. On those later days, that restriction only applies to the three halls designated as the Business Area. Like regular Gamescom, these halls are divided into flashy booths trying to sell you stuff, but in this case it's mostly companies trying to sell services and tools to developers: backend services, special 3D pens, anti-cheat... also a bunch of stands selling merch and figurines for some reason (maybe because they want to manufacture tie-in merch for your game), as well a bunch of national organisations promoting the game development scene in xyz country.
The Belgian stand functioned as a meeting spot, and they were also handing out vouchers for free beer. A strategy that seemed to be quite effective, judging by how crowded their booth became that evening.
We tested our headsets in the bHaptics zone, and discovered DOTS Netcode's prediction/rollback is good enough to make the game feel smooth even on public convention centre wifi, which was rather satisfying - so you know, good job Unity! Unfortunately the Shared Anchors continued to be a pain. We briefly ran into the head of DOTS at Unity and arranged a demo, scooted off to meet W. from Meta who bought us drinks, scooted over to Niantic again to meet some members of XR Bootcamp (a training course in XR game dev, whose cofounders Ferhan and Rahel seem to be the glue that holds the whole XR dev scene together), and at last wandered back to the Belgian zone...
...and then I went back to bHaptics to have a go at their gear. I didn't take a photo (rip) so here's a photo by CNet showing the full bHaptics getup, which in combination looks... kind of like you're the member of the SWAT team on washing up detail...
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(source: Scott Stein/CNet)
I had never gotten to try any sort of haptic suit before this, so it was quite novel. Essentially the vest contains 40 (or 16) vibration motors; the gloves contain further motors on the tips of each finger, and there's another motorised ring between you and the headset. There are also motorised wrist bands, motorised ankle bands...
The first demo was designed to showcase the features of the suit and wristbands, so you could try out various actions like shooting guns or putting stuff in a backpack with and without haptics. A second demo focused on manipulating objects: no wristbands, just the glove and hand tracking.
Of the various devices, the most convincing was probably shooting with the haptic suit. Vibration motors are well-suited for brief, intense pulses, and firing guns definitely felt more impactful with the suit on - not a perfect simulation of impact, but a strong effect. The backpack demo was especially impressive: it really felt like dropping heavy objects into a backpack. You also got to shoot at your own mirror image and feel the bullet/laser impacts, which felt like a rather roundabout way to give myself a back massage, but I could see it being effective in the right game.
The hand demo convinced me less. The problem is that vibration is a poor simulacrum of pressing against a solid surface, so it just felt distracting to have a vibration pulse when i grabbed an object - and you still had the usual physics jank associated with manipulating objects in VR using hand tracking. The final section of the hand tracking demo was social interaction: you were faced with rotated clone avatar, and you could shake your hand, punch or slap yourself, or give yourself a hug. As someone who lives half a world away from most people I love, I think giving someone a hug in VR would be a fantastic use of the technology, but sadly this hug was... not entirely convincing. It is very hard to simulate a steady touch with vibration motors.
Ultimately I think the best use for this haptic gear may not be simulation fidelity, but more abstract: similar to the haptic suit used in certain public demos of Rez Infinite, pulsing in time to music. Such uses are mentioned on the bHaptics site, and I'd love to have been able to try that kind of demo. (And yeah, I'm sure you could hook it up to the other kind of remote-controlled vibrating devices if you so desired, though you'd probably have to do a bit of work to wire everything up.)
It was really cool to finally get to experience haptics, and I was very grateful to the bHaptics members for taking the time to show me their gear.
After I'd satisfied myself, I caught up with the gang; we went out to dinner with other XR devs at a Turkish restaurant called Bona'me near the river. (The food was tasty and had a decent amount of vege options, once again in huge portions but this time we split them between the table. ...and once again we were the last table to leave by a long way, and I feel bad for the staff who had to sit around waiting for us.)
There, I met a solo dev called Ben Outram, who's spent the last three years working on a game called Squingle, a fascinating psychedelic game about manipulating bubbles in a world of DMT-core abstract visuals. (Honestly, check this game out, it's nuts. Meta are sleeping on it, it should absolutely have a full store release.)
Thursday: chaos reigns
On Thursday it somehow ended up that in the space of an hour, we would be demoing our game to the head of DOTS development at Unity (whose name I somehow never managed to catch), demoing our other game Cybrix to Cas and Chary, and then doing the big important demo for meta. Then it turned out that our metro line was blocked by an accident up ahead. We hurried out to get an Uber, and our driver gave us a rather... exciting ride; he rolled down the window to argue with another driver and dropped us off in the middle of the road while we waited in traffic. Rather harried, we arrived back at the bHaptics corner and set up for the demos in an unused area of floor nearby.
I'm not sure if I can say too much about how our demos went, but unfortunately we ran into some versioning issues and were not able to show Cybrix to Cas and Chary before they had to rush off (we weren't the only one to face transport issues that morning). Lesson learned: test everything, not just the part you're worried about. It's not the end of the world, though, and we all headed over to W.'s hotel, into a swanky suite with a nicely laid table for the most important demo of the week. We had the room for maybe 20 minutes, then we were out the door again to the lobby of another hotel to talk it over.
After that... suddenly the afternoon was free, ish. We went back into Gamescom and ate some very expensive ramen. Then, word came that some more influencers wanted to try out our games, so it was back to bHaptics and well, the story gets a little repetitive at this point :p I can't say much more than that without talking about our game, so I will just have to say that the demos went well.
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This was my view for most of Gamescom.
At the end of the day, I had a couple of free hours to scoot over to the indie games area and try out some games before everyone went home. At this point my social batteries had run very dry indeed so I was glad to get some time to just play games.
The indie zone was divided into lots and lots of small booths, typically just wide enough for one computer. And even late in the evening, it was very, very busy...
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This is just one small corner of the indie area.
Not really knowing almost any of these games, my 1337 MLG Pro Gamescom strat was to wander around until I spotted an empty chair and then play whatever game was going and chat with the dev if they were around. This worked out pretty well! I'll write up the games I played in a moment, but first I'm overdue to wax philosophical.
What was really striking about walking around the indie area is just how many games there are. Wandering around you can pretty quickly spot patterns and influences just by glimpsing at screens (here's a combat tutorial, there's a crafting/survival game, and yonder a narrative game that's borrowed the entire interface of Disco Elysium).
I've seen, up close and personal now, just how much fiddly effort and dedication it takes to make a game. There's something kind of strange and alienating to me about encountering all this creative output in a massive aggregate, where you can only give it maybe half an hour in a noisy room, surrounded by a dozen more or less similar games, in a way that kind of demands you rapidly assign it into a broad, combinatoric category: x art style, y core mechanic, z emotional register. Presenting this game this way really seems to file them all down to Content, which can be boxed and tagged and matched to a consumer with the appropriate set of subculture flags.
One thing that is distinctive about games as a medium to me is the very strong separation between 'mechanics' and 'presentation'. To produce a game you don't just need a system to manipulate, but also associate it with a narrative to make it comprehensible and lend it some sort of affective impact.
So you could theoretically make a game with the exact same mechanics as, say, Half-Life 2 - the same movement, the same enemy hitboxes, the same collision geometry and shooting mechanics and progression - but a completely different presentation style and telling a completely different story. Indeed, a typical early stage of game development has placeholder 'programmer art' and 'greybox' levels.
Equally, you could lift the iconography of a game and drape it over a completely different mechanical substrate - and indeed, it isn't at all uncommon for major franchises to launch spinoffs in different genres.
So games as a medium consist of all these different pieces which you can attach in various ways to define a game which you can name. And once this is done, that game becomes in a sense 'concrete': we act as if Half-Life 2 is an object with a distinct existence. It's a powerful social construct. Then, a successful game is then one which manages to unify all these disparate elements into some sort of whole that feels coherent. Game development sees all the possible elements of a game gradually collapse into whatever gets released. It's highly stochastic: an arbitrary decision by a tired dev, or even a glitch, might later become fixed as one of the core icons of the great 'Franchise'.
When there were less games around, and it was a lot harder for people to get their hands on dev tools, it made sense to think of games as solid, discrete things. Whatever you got on the cartridge or disc was pretty much immutable. Now, though, most major games operate as a 'service' that is constantly modified, and it is not uncommon either for players to mod a game, on a continuum from small changes like injecting shaders or changing music, to total conversion mods that are a 'whole new game'.
And indie games, then... you've got a subculture which heavily emphasise sharing techniques, and it's just as beholden to genre as AAA games. The existence of all these games side by side, even though each one has its own name and identity, seems to further break up "games" into combinations of pieces. When I encounter a new third-person action game, it's as a variation on a kind of broader, abstracted super-game. My first task is to discover the particular quirks of this manifestation of the third person action game. The days when we had a shared culture of 'games everyone has played' are basically already gone, but we still have a certain degree of shared context, because each game is a probe into that constantly evolving game-space, which someone has gone to the trouble to fish out and decorate...
I suppose this is all coming back around to the otaku database thing, isn't it? Or just semiotics in general...
Anyway, here's what I found on Thursday:
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I played an FPS called Serum, in which the core conceit is that you inject big syringes into your arm to give yourself powerups. Otherwise, it seems to be a game about gathering and crafting. Sadly the demo computer didn't have headphones, so I was missing sound, and seemed to be a bit underpowered for the game. Nevertheless, I walked around a bit, manufactured a healing serum, and shot some wolf and rabbit monsters with a bow and arrow.
I feel like I was rather ruder than I intended to be, because in talking to the dev afterwards, the first thing I mentioned was the performance issues and he had to apologise like, yeah, we're running it on a laptop (it sounded like he said with a 3070? but I must have misheard him, unless he has very high standards for underpowered), it does run better on a proper computer. The environment design in this game was definitely really strong. Not quite sure how the serum mechanic would work in practice - it sounds quite like Bioshock's plasmids, but the demo didn't really give the opportunity to try out the different options.
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I played Dead Pets Unleashed, an adventure game about a demon girl in a struggling punk band. One of the devs was hanging out with this one and generally had a great vibe, joking about how almost nobody picked a certain option and suggesting the route that would get the most out of the demo.
The game uses a sidescrolling perspective with hand-drawn sprites. The art style is very consciously flat, its population of monster people allowing an impressive variety of colours. It broadly alternates between conversations with choices that adjust stats (e.g. +punk, -social) and a variety of minigames - there was a music minigame of course (the conceit being chasing away intrusive thoughts), but I also washed a dildo, constructed a hot dog, and waited tables. Generally it oozed style, absolutely nailing the punk vibe, and had a bunch of cute features like changing your character's outfit. You can play the same demo on Steam. I think this is one I might well get when the full release comes.
And then I played... a game I can't even find now! I really should have made a note or taken a picture or something. It was a kind of Amanita-like point and click game in which you play a tin can person, manipulating objects as you try to rescue your can dog, descending into a city made of cardboard boxes. The puzzles were occasionally a bit obtuse, but the cute style really carried it. The devs weren't on hand for this one, but they did have a wall where you could leave postit notes with your comments on the game, including one with a fairly essential hint for the first puzzle. It was called something like 'can world' or 'box world', but at this point, I can't find it anywhere. It's a shame because I thought it was neat.
That was all I had time for on Thursday: I zoomed off to another restaurant by the river to eat some more falafels. Someone let off some fireworks for some reason.
We started to make our way back, across the famous Hohenzollern Bridge, which is one of those bridges with a tradition that lovers will attach a padlock to the fence to symbolise how long their relationship will last.
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At this point the padlocks have started to resemble kudzu, hanging down in strands of linked padlocks, or even growing up onto the superstructure of the bridge on chains. Questionable symbolism or not, it all makes for a fantastic textural effect, especially since it maintains the sheer density of padlocks for the entire length of the bridge.
While we were crossing, a boat passed under the bridge carrying some kind of a party. From a distance, all you could really see was a mass of glowsticks, and all you could hear was the ghost of the beat. It was a cool sight.
At this point I was pretty much completely exhausted so while there was some kind of industry party I definitely could not handle the crowds and walked home past the cathedral for an early night, eager to head in early to Gamescom tomorrow with a good night's sleep...
Friday: just like in my Bloodbornes, amirite gamers?
Predictably I overslept. Since I'd only get a few hours at Gamescom, I decided to visit the famous cathedral. I took that photo that I posted earlier, where somehow my little phone camera absolutely nailed the lighting, even if the cathedral is severely out of focus...
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I headed inside the building too.
Cologne Cathedral (Kölner Dom) is a bit of an oddball, historically. While it wasn't uncommon for cathedral-building projects to last a century, after working on this thing from 1248–1560 they downed tools, leaving the city with a half-finished cathedral for about 300 years.
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They had the front and back of a cathedral, with a big crane on the front part.
In the 1800s, the middle ages were in and the state decided it would be a good idea to have a big cathedral - both to make their new Catholic subjects happy and a symbol of THE NATION. After raising a stonking amount of money with one of the world's first NGOs, they built the rest of this thing, which briefly became the tallest building in the world. Hooray, said Emperor Wilhelm I. I love being a big strong nation with a big cathedral dick.
The cathedral survived the first world war, but got hit by a lot of bombs in the second - though the towers remained standing. After the war, they put it back up again. Now, it's a tourist attraction. Transsexual atheists can walk in and turn their phone to funny angles to try and capture the ceiling...
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You can call this a Deutsch angle, because... ok whatever guys they can't all be winners.
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They've got some old school Christian-style guro in here.
The interior is pretty cool: huge vaulted ceiling, massive stained glass. The stained glass unfortunately photographs really poorly on a phone, the colours washed out pretty much no matter what. They did have this funky ladder contraption, which I assume is probably used for maintaining/washing the windows...
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After a little while in there I decided this was pretty neat but I'd go to Gamescom, to say goodbye to everyone and maybe get a glance at some of the mainstream game zones. As it turned out we had another demo lined up, so we went back to The Corner Near BHaptics and did the routine. This time the audience was mostly other VR devs so I got to have some nice technical discussion.
At last, I had about an hour before my train. I thought about exploring the indie game zone some more, but decided I should really at least take a glance through the other halls. What I discovered was... queues! Many many queues. And various elaborate dioramas.
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Sometimes they had actors to go with them. I decided to include the people taking the photo because... I don't even know what I was going for with this one to be honest, it seems kind of banal.
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Here's a queue of people waiting to play Rogue Trader, which boldly tells you it's the first(!) CRPG in the Warhammer 40,000 universe, hopefully not also the last. 'Warhammer CRPG' is a concept that 16-year-old Bryn would have gone completely insane about. 31-year-old Bryn was still a bit curious, but not enough to wait for a sitting down queue with less than an hour left at the con.
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I didn't take a lot of photos of the Extremely Gamer Shit, but for a taster, this lady was DJing a set on something called the 'Leet Desk', which appears to be a desk with built in RGB lighting, billed as 'the desk for gamers', because we can no longer contain the rainbow puke. When I walked past, she was playing an EDM remix of a tune that I vaguely recognised from a movie or a game but couldn't place specifically, which felt about right. Maybe it was Skyrim?
A lot of people walked around with the Hoyoverse bag, Hoyoverse being the collective term for the games of Chinese developer miHoYo such as Genshin Impact and Honkai Impact. Their slogan was 'tech otakus save the world', which thanks to their cunning move of handing out large bags, was soon paraded all over the convention. I feel like the jury is still out on the impact (ha ha) of tech otakus on the world...
In the end, the last hour was spent briefly walking around to see the halls and then I left to say my goodbyes and hop back on the train. The journey back was totally straightforward. I finished reading my manga and drew some more train passengers, who were generally pretty happy to be drawn.
Cosplay
It's a con, there's gotta be cosplayers right? Sure enough, the crowd was peppered with stormtroopers, kitsune, army men, luffies and various spooky skull guys... I didn't get many photos but here's a couple.
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Obligatory stormtroopers. Luckily, the inside of the con was airconditioned, those suits look toasty.
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These three kindly stopped to pose for me. I don't know what game they're doing, Dead by Daylight maybe? DbD girls, tell me ^^'
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This robot-girl cosplayer's costume is neat: when you look close you see it's made of old PC parts. Or at least the casings of them. I spotted a graphics card and an old VR headset. She also has built-in stilts so she towered over everyone, big respect. She was hanging out in the hall on Wednesday, so she might have been there in an official capacity, but I didn't get a chance to talk to her.
Observations of demographics and stuff
It's been a good long while since I've been to any sort of nerd convention. Mostly I've been to scifi/media fandom cons like Nine Worlds and Worldcon, or general nerd-shit cons like MCM Expo, and in the old old days, Warhammer cons like Game Day. But this event being specifically a gaming expo was pretty new to me.
Predictably the demographics skewed male (but not overwhelmingly) and white/East Asian (almost without exception). The various national organisations present were primarily European (which tracks for an event in Germany) but there were large stands e.g. promoting Korean game dev or the Guangzhao region of China. In the indie zone, there were a good handful of Japanese devs, and I spotted one game that was fully in JP. Here and there, you'd spot banners promoted other gaming expos - a lot in Europe, but also there is apparently a Gamescom Asia in Singapore, and a Tokyo Indie Games Summit which sounds pretty fun. By contrast, while I don't have any real stats to substantiate, I would say I saw very few organisations were promoting game devs from South America, Africa or Oceania.
Beyond that... this is very definitely a place for nerds, but there's a lot of different varieties of nerd you can be now. So sure, T-shirts with slogans and cargo shorts for many, but equally you could dress super goth, you could show off all your tattoos, you could go in your colourful coordinated kitsune cosplay or just wear some bright hair die. I'm confident I saw a few other girls from the isle of 🏳️‍⚧️, but 'hello I clocked you let's be friends' is not the best introduction even from another trans girl lmao - in general I didn't really talk to people besides the group I had arrived with. I think if I'd gone alone, it would not be the sort of con where you make a lot of friends, but who knows?
All in all, a solid adventure. I'll probably go again next year, if I can find somewhere cheaper to stay. I never did get to see the chocolate museum.
ok, story over - thanks for reading, nerd ;p
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modularedisplays · 5 years
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Wählen Sie das richtige 👌Rollup für Ihre Veranstaltung! Erhältlich in verschiedenen Breiten📶. Von 800 mm bis 2000 mm und bis zu 3 m Höhe, finden Sie in unserem Sortiment, das perfekte RollUp für Ihre nächste Veranstaltung. Mit den Teleskopstangen können Sie die Höhe der Rollups einfach auf die gewünschte🆗 Größe einstellen. . . . #messedisplay #rollup #banners #premiumrollup #digitaldruck #displaysystem #digitaldruckxxxl #traverse #kölnmesse #messedüsseldorf #dekoration #deko #werbeagentur #werbung #kongress #werbetechnik #rollupbanner #ausstellung (at Modulare Displays) https://www.instagram.com/p/BxfNhsonWqq/?igshid=16z6tkdh31j0s
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knittingkonrad · 5 years
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A little break outside of the show. ☀️ #knittersofinstagram #hundhcologne #kölnmesse #rownyarn #modeatrowan #heutestrickich #iamsnowfox (hier: Koelnmesse) https://www.instagram.com/p/BvoubjzFUa2/?utm_source=ig_tumblr_share&igshid=s8yo32bhdyse
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lizbaffoe · 6 years
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Vielen Dank für die Einladung @daniel_frankfurt und #zuhause wohnen #. Tolle Lokation #winebankköln #winebank #köln #imm #messe #kölnmesse #möbelmesseköln #lizbaffoe #liz #party #friends #kunst (hier: Winebank Köln) https://www.instagram.com/p/BsxPaCAnGlU/?utm_source=ig_tumblr_share&igshid=14na0ooqqjj3v
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opjueckweltweit · 2 years
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Willkommen bei der @dmexco - auffallend viele Frauen sind auf den Bühnen zu sehen. Das finde ich gut. Ansonsten ist es mir zu laut. Und im Vergleich zu den anderen Teilnehmer*innen komme ich mir unendlich alt vor. #kölnmesse #messestadtköln (hier: Cologne, Germany) https://www.instagram.com/p/CizTyVzsc-t/?igshid=NGJjMDIxMWI=
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dellreitsport · 2 years
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Dell Reitsport exhibit at #spogahorse2022 #germany🇩🇪 ##kölnmesse #köln #reitsport #reitsportblog #businessowner #messe #expo2022 #🐎 #spoga (at Köln Messe Deutz) https://www.instagram.com/p/Cgk0tKRIQUO/?igshid=NGJjMDIxMWI=
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playblogger · 2 years
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gamescom 2022 - Rund 250 Aussteller haben sich bereits angemeldet
gamescom 2022 – Rund 250 Aussteller haben sich bereits angemeldet
Rund 250 Aussteller haben sich frühzeitig angemeldet +++ Große Internationalität dank zahlreicher Länderpavillons +++ Fast alle Slots der gamescom event arena bereits ausgebucht +++ Umfangreiches Vor-Ort-Programm mit cosplay, retro und indie area, family&friends, gamescom campus und großem Outdoor-Angebot +++ Über 50 Unternehmen sind in merch area vertreten   Das Interesse der Games-Unternehmen…
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oh-what-a-chaos · 6 years
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Hey! So I am at the RPC in Germany again! Hope to see ya there!
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wuestenigel · 7 years
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Mario+Rabbids Kingdom Battle
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maschlie · 5 years
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Es ist eine Weile her, jetzt steht endlich ein neuer Messetermin bevor: Ich werde als Gast des Cöln Comic Hauses (CCH) an der ersten Comic Con Experience (CCXP) Cologne teilnehmen. Das CCH setzt sich für die Förderung des Mediums Comic in der öffentlichen Wahrnehmung ein. Ich habe über die letzten Jahre an verschiedenen Ausstellungen des CCH teilgenommen. Einige meiner Originalgemälde sind heute Teil der dortigen Sammlung; in Zusammenarbeit mit dem CCH entwickele ich außerdem eine Portraitreihe wichtiger Comickünstler, die stetig erweitert wird. Ich freue mich sehr, im Rahmen der CCXP Cologne und zusammen mit dem CCH eine Ausstellung meiner Originalgemälde zeigen zu können! Besucht mich vom 27. bis zum 30.06. täglich in Halle 07.1 an Stand C-024a! Ich freue mich darauf, alte und neue Freunde zu treffen! *** It’s been a while but finally here’s a new Con appearance coming up: I’ll be attending the first Comic Con Experience (CCXP) Cologne as a guest of the Cologne Comic House (CCH). The CCH supports the social perception of the medium comic. I took part in several art shows held at the CCH over the last few years. Original paintings of mine are now part of the CCH’s collection; I’m also working on a portrait series of important comic book creators for the CCH. I’m very happy to announce an art show showing these original paintings at CCXP - visit me from June 27th til 30th in hall 07.1 at the CCH booth C-024a! I’m looking forward to meet old and new friends there! @ccxp_cologne #ccxp #ccxpcologne #comicconexperience #comicconexperiencecologne #cch #coelncomichaus #cölncomichaus #schmitzlippertstiftung #koelnmesse #kölnmesse #convention #conventionlife #conventionartist #originalart #artshow #comicbookart #comic #werbung #martinschlierkamp (hier: Cologne, Germany) https://www.instagram.com/p/ByybOKqCCbU/?igshid=pqixdseirl6h
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hummercatering · 5 years
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#HummerCatering #Event und #Messe #Catering . Unser #mobiler #Cocktail #Service und #Barkeeper auf der #Interzum #interzum2019 in der #kölnmesse am #Stand von #Linak . Deutschland weiter #Catering #Service. Mehr Infos unter https://koeln-catering-service.de (hier: Koelnmesse) https://www.instagram.com/p/BxwCCrqiNWf/?igshid=vtpt38washl9
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knittingkonrad · 5 years
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We missed to get photographed Dee! It was a pleasure meeting you! #hundhcologne #kölnmesse #deehardwicke #heutestrickich #rowanyarn #modeatrowan #knittersofinstagram (hier: Koelnmesse) https://www.instagram.com/p/Bvo9Ks7lVKL/?utm_source=ig_tumblr_share&igshid=1byg7wv9c7rme
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dellreitsport · 2 years
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🎤Visit our stand at 🎈Spoga Horse 2022🎈 🌈GIVEAWAY FAIR TICKETS🌈✨ #💥 #🌈 #🌟 #🌏 #🐎 #🐎❤️ #🐎🐎 #🐎🐎🐎 #🐎🐴 #🐴❤️ #spogahorse2022 #spogagafa #kölnmesse #kolenmesse #cologne #germany #germany🇩🇪 #germanytravel #horsebusiness #dellreitsport #fyp #fypシ #equestrianpost #horseshows #horseshowing #exhibition (at Cologne Messe) https://www.instagram.com/p/Cf9pamjgARF/?igshid=NGJjMDIxMWI=
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playblogger · 3 years
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gamescom 2021 - Ein Digitaler Erfolg
gamescom 2021 – Ein Digitaler Erfolg
gamescom 2021: Digitaler Erfolg legt Grundstein für die kommenden Jahre   13 Millionen Live-Zuschauende über gesamtes Streaming-Angebot, 30 Prozent Steigerung zu 2020 +++ gamescom: Opening Night Live mit Steigerung der Live-Zuschauenden um mehr als 30 Prozent auf 5,8 Millionen bei erneut rund 2 Millionen gleichzeitig Zuschauenden +++ Anzahl der Co-Streams zur gamescom: Opening Night Live wächst…
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rocknwolldesign · 5 years
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- (N)immer gut zu Fuß - Heute habe ich auf der h+h Moni Lehnert, meine Mitautorin, kennengelernt. Unser gemeinsames Buch über selbst gemachte Schuhe " Botties häkeln" erscheint im August beim @frechverlag. Lustigerweise haben wir uns für das gleiche Fortbewegungsmittel auf der Messe entschieden. #kölnmesse #köln #botties #bottieshäkeln #häkelnmachtglücklich #häkelnmitliebe #häkeln #crochetersofinstagram #crochet #crochet #rocknwoll #rocknwolldesign https://www.instagram.com/p/Bvozw9llGaY/?utm_source=ig_tumblr_share&igshid=kf7ik0uf1kum
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gerdi · 6 years
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Dreifach wirkt besser? #köln #kölnmesse #germany https://www.instagram.com/p/BvAOdhAASC0/?utm_source=ig_tumblr_share&igshid=1doi8wmw2k772
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