FEBRUARY 2000 GAME DEVELOPER MAGAZINE ON THE FRONT LINE OF GAME INNOVATION GAME PLAN DEVELOPER 600 Harrison Street, San Francisco, CA 94107 t: 415.905.2200 f: 415.905.2228 w: www.gdmag.com Publisher Local Maxima Jennifer Pahlka
[email protected] EDITORIAL “A foolish consistency is the hobgoblin of throughput competition. Now that Editorial Director little minds, adored by little statesmen and everybody’s implemented the same clas- Alex Dunne
[email protected] Managing Editor philosophers and divines.” sic SGI-inspired pipeline, no one is quite Kimberley Van Hooser
[email protected] — Ralph Waldo Emerson sure what features to implement next. Departments Editor SGI’s not leading the pack anymore on Jennifer Olsen
[email protected] t’s conventional wisdom in the features, and so this next generation of News & Products Editor Daniel Huebner
[email protected] game industry that desktop per- 3D hardware is going to go every which Art Director sonal computers have to become way as vendors throw things against the Laura Pool lpool@mfi.com more like videogame consoles or wall to see what will stick. Editor-At-Large I Chris Hecker
[email protected] they will cease to be a viable platform This wackiness and volatility is not Contributing Editors for which to develop games. necessarily a bad thing. For example, Jeff Lander
[email protected] I’m not so sure. No, I don’t dispute when you’re trying to maximize some- Mel Guymon mel@infinexus.com Omid Rahmat
[email protected] that PC game publishers spend tons of thing using mathematical optimiza- Advisory Board money on technical support because tion, you don’t necessarily always want Hal Barwood LucasArts PC games rarely work for consumers to keep going in the obvious direction, Noah Falstein The Inspiracy Brian Hook Verant Interactive 4 out of the box.