Growing up in the aughts in San Francisco, I always had the distinct sense that the party was over. Whatever flame burned in defiance of the AIDS crisis was marked on Google Maps as a popular tourist destination. Gentrification had already won and was busy cramming a dozen immigrants into a single apartment. A new fight for the soul of the city was underway, but most of us fortunate enough to have a computer class were too young and too busy playing Mario Teaches Typing to understand what was happening.
Now, as an adult returning to San Francisco to attend the Game Developers Conference this year, it seems that the party isn’t over at all. It’s just walled off, filled with trendy vending trucks, and plastered with advertisements for products exclusively aimed at CEOs. Anyone is welcome. All you need is a few thousand dollars, a strong ability to compartmentalize, and a QR code.
The yearly event, which spans a week and hosts countless talks about the art and craft of making video games, is one I’ve attended many times. The Moscone Center, where the convention is held, is a complex that spiritually falls somewhere between airport and secret lair in a sci-fi movie.
As I made my way to the hotel after landing, I looked in awe at the streets of San Francisco. I had just arrived from Minnesota, where the warming winter weather had just revealed a dead squirrel that had been decomposing in my front yard for who knows how long. I don’t know what’s in the cement in San Francisco, but the streets around Moscone literally glimmer.
Some aspects of GDC are the same as ever. The event remains a continual attestation that it is impossible to wear a backpack and a lanyard together, as an adult, gracefully. But unlike a consumer-facing event like PAX, or the advertiser-driven spectacle of a show like The Game Awards, GDC has always carefully threaded a needle. There’s never been a time when GDC hasn’t, on some level, felt tasteless and absurd. As always, you cannot talk about GDC without talking about the Bay Area. You cannot talk about the Bay Area, nexus of our current tech oligarchy nightmare, without talking about class divides. GDC is and always will be a microcosm for our current moment.
GDC takes place a couple of blocks from a shopping area where every individual storefront has a guard. They don’t have much to do. Beyond the occasional convention attendees who mistakenly orient their Google Maps arrow, these areas are eerily empty during the week. It’s like when you play a good open-world game; no matter how realistically the buildings or NPCs have been programmed, you can’t fully suspend your disbelief. Could anyone truly live here?
At GDC, you can count on some constants. There are always talks that teach or invigorate you, like the one I attended where a panelist passionately advocated the importance of preserving bad games. I was also fond of an anti-cheat talk where developers described an eternal game of cat-and-mouse against human-like computer programs.
As with any convention, there’s always a point during GDC where you discover that an exciting talk description has totally bamboozled you. This year’s Marvel Rivals breakdown, for example, was listed as the “untold story” of the game’s launch and creation. Instead, it was mostly a marketing lead congratulating themselves for being a part of such a successful game.





