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Hi all!
What follows is an "open letter" to the internet regarding Gen Con
Indy '03. I'm posting this publicly in a couple of boards or message
lists. Feel free to pass this along to other boards as you see fit. The
only thing I ask is that you post the entire message instead of posting
only a portion of it out of context. Once it's posted to a discussion
group or list, obviously it's fine to quote just a portion in a follow-on
email or post, but I'd appreciate it if the first post in a given forum is
this email in its entirety.
Unfortunately I don't have the time to go read every internet forum or
discussion list on the internet. I will follow the discussion on the
wheeze-l list, and I will post this to the EN World site and read the
comments that get posted in response there, and I will eventually read and
respond to any email that's sent to me personally at peter@gencon.com <mailto:peter@gencon.com>.
Anyway, here's a recap of the show from my perspective, influenced in
part by my own experience, comments from my staff, and comments from about
500 attendees and about 50 exhibitors who I spoke with personally. I spent
most of the show talking to people, trying to get as close to a
"statistically valid" sampling as possible by just randomly asking people
how things were going. In most cases I tried to be anonymous, but that
wasn't always possible, especially with exhibitors and industry insiders.
It's easiest if I just list the positives and the negatives, so here
goes!
Negatives:
(1) The number one issue was that we did not process the registration
lines nearly as quickly as we should have. This situation was "beyond
unacceptable" as Jeff Mackintosh put it on the wheeze-l list. I agree. I'd
like to explain why this happened, but please don't misinterpret this
explanation as some sort of justification. The reason I want to explain
what went wrong is so that you, the gaming community, can have some
confidence that the guy in charge at Gen Con has a clue as to what went
wrong so that you'll have some confidence that it'll get fixed (which is
our number one priority for next year). So, with that said, here's what
went wrong:
1a. Our computers got hit with viruses. We had three places where we
had computers open to the internet (Virtual Gen Con, the press room, and
the email stations). Obviously we should not have allowed this. We think
the viruses hit us at the email stations. We found suspicious files
(including downloaded porn, which shouldn't have happened) on one of them
in particular that looked like the point of infestation. From the email
station people were able to access the entire internet and download
whatever they wanted, which is not an acceptable setup situation. Even
though all of our computers were clean when we arrived, by Wed evening we
had 216 virus-infested computers, of the WORM variety.
1b. Our network was not property configured for the volume of use that
hit the system. This problem might not have been noticeable except that it
was amplified by the virus/worms we got hit with. The viruses manifested
by eating up massive amounts of bandwidth so that hardware devices on the
network could not properly communicate with each other.
1c. Some of our fundamental processes and policies contributed to the
problem. Do we really need to require everyone to have a badge with their
name on it? Questions like this--which increase the requirements of the
registration process--need to be given a hard look with an eye toward
reducing the registration system requirements to the point where lots of
gamers can be issued badges quickly and efficiently.
1d. The specific chokepoint of the system was badge printing. Badges
are printed 6 to a sheet. With the worm infecting our network, badge
printers would regularly time out due to the high traffic of information
on the system. Sometimes several sheets would get lost at once, creating
mass confu sion and delays behind the registration desk. This situation
needs a hard look as well.
1e. We were slow to respond to the problem. My biggest personal regret
of the show, the one specific thing I feel I should have done a better job
of on-site, it's spotting how bad the line problem was Sat sooner.
Eventually we "threw the rules out the window" and started doing things
like hand-writing badges, but we didn't do that until about 2pm on Sat.
The good news is that once we did that we were able to process the huge
line to where there was no line by about 3:15. But we should have made
that decision a few hours earlier.
These line problems had two serious consequences. One, obviously, is
that many fans who came to the show as attendees were disappointed that
they had to spend so much time in line, giving them less time to shop and
less time to enjoy the convention. Two, this translated into lost sales
for exhibitors, for the same reason. Again, addressing this problem is our
number one priority for next year.
(2) The layout of the exhibit hall was sub-optimal. As many have
pointed out, the higher the aisle number, the less the traffic. We thought
a higher percentage of the traffic would come in the middle doors, but a
higher ratio of the traffic came through the doors down by aisle 100 than
we thought. Also, the east-west aisles were staggered, which didn't
facilitate walking the hall in that direction. The combination of these
factors caused the traffic flow to be very lopsided in favor of exhibitors
toward the east end of the hall.
(3) Some of the local business ran out of food or drink, and there
wasn't much you could get onsite after hours. While the situation was way
better than in Milwaukee, it wasn't perfect. We tried to warn the locals,
and some of them tried to respond as best they could, but even so there
was a shortfall. Fortunately, this is a problem that will basically fix
itself now that the downtown businesses know what to expect. Many of the
local businesses have already apologized about this and have committed to
having much more food on hand next year.
(4) The ATMs ran out of cash a lot and didn't get refilled as promptly
as they should have been. This seems like a small issue, but if gamers
can't get money, they can't spend money, which means they don't get in as
much shopping as they'd like and the exhibitors don't get the sales they'd
like, which is bad all the way around.
There were numerous other issues, as there always are for an event of
this size, but the above issues are the major ones. I don't want to
trivialize any other issues people had, but I do feel the need to
prioritize issues which affected a large number of people, and the points
above are the ones that fall into that category.
Positives:
(1) Aside from the line problem, most people were really excited to be
at the show once they got inside. The vast majority of players I talked to
were really excited to be at Gen Con, were having a great time.
Specifically, people were excited about:
1a. The move to Indianapolis. "Way better than Milwaukee" was the most
common line I heard. For four years I've been worried about the move. Gen
Con is very special and moving it was a scary thing. But it's clear now
that we made the right decision all those years ago! Even reluctant
Milwaukee fans grudgingly admitted that the move was the right thing to
do.
1b. Local businesses were gamer friendly. Many local businesses had
gaming areas and special menus. It's too bad some ran out of food or
drinks, but kudos to them for trying and for having a welcoming attitude.
1c. Proximity. Everything was so close to the convention center, from
hotels, to dining, to bars. Almost everything you could want for was
within 4 blocks of the convention center.
1d. Safety. People in general felt very safe in the downtown Indy
area, more so than in Milwaukee.
1e. Attitude. I heard lots of kudos on the attitude of our staff and
the staff of local business. There are always exceptions, and we're sorry
to hear about those, but we're delighted that over all the people who
worked the con and the local businesses got high marks for customer
service, in spite of the line/volume problems.
In general people were really happy with the move to Indianapolis
(this was as close to a unanimous vote as one could hope for), and
promised to come back next year and heckle their friends who didn't come
this year.
(2) Exhibitor sales. Out of the 50 or so exhibitors I talked to, only
two had sales less than their projections. Both of these were toward the
"back wall". I'm sure there were others who were disappointed--there
always are--but most of the ones I talked to were very happy with the
show, their sales, and the move to Indy. Several expressed concerns about
losing sales due to lines outside, but when pressed admitted that their
sales were still greater than they'd forecasted.
(3) Attendance. In spite of the lines, the number of people who
endured those lines and made it in the door was significantly up from
previous years. Our goal--which we believed was a "stretch goal"--was to
not lose ground during the year of the move from Milwaukee to Indy. In
other words, our goal was "flat" attendance from last year and we
recommended our exhibitors plan accordingly. But the reality is that we
were up, somewhere in the 5-10% range. Our unique attendance was probably
more than 25,000 and then number of badges issued was probably over 28,000
(this number is always higher than the other due to the people who come
for exactly two days and therefore buy two one-day badges instead of a
4-day badge). We won't announce actual numbers until we've had a chance to
reconcile what the registration system says with what the accounting
system says, but both systems are indicating roughly the same
order-of-magnitude improvement.
(4) Press. We got a ton of press at this show. I personally did more
interviews than I've ever done in such a short period of time (through
Magic, 3rd Ed D&D, Pokemon, etc). I did 7 interviews just on Thursday! We
were picked up by NBC, CBS, ABC, Fox, Associated Press, Indiana Public
Radio, the Indy Star (3 times), Nuvo (the local entertainment paper,
twice), WGN Chicago (which wants to do a radio game next year, and many
more. The number of press badges issued was up about 40% over last year
(and we double check all press references, so I'm sure 90% of the press
badges were legit). We were also covered by two game media: gamer.tv and
tech tv.
(5) Events. While we still had problems with events--it's an extremely
tricky part of the program that relies on hundreds of independent game
masters, game clubs, and game companies to give us accurate information--I
heard a lot of people say that the events part of the program was way
better run than in past years. It's the first year of me going to Gen Con
where I heard more positive than negative in this area!
(6) Special events. I heard lots of kudos regarding various special
events that we hosted this year, some of which were new, some of which
were returning stars. The event I heard the most positive buzz about was
the True Dungeon, the life-size dungeon that you could walk/play through,
complete with props, traps, special lighting, riddles, combat, etc. Jeff
Martin and his team deserve a big hand for that! I also heard lots of
kudos regarding Virtual Gen Con, Gamer Abuse, the Costume Contest, our
guests of honor, the art show, Kids Track, the exhibitor and artist
awards, the Party in the Plaza (with the all-girl AC/DC tribute band, and
the chief deputy major giving me "the key to the city"), the 64-computer
LAN, Time Warp II, the anime rooms (which always seemed packed), the NDSM
event, the auction, the gift shop (our 52-oz mugs were a huge hit), and
many others.
Summary:
The fundamentals of the convention are strong. Lots of people came and
fell in love with the new venue. People hated the lines but loved the
show, which says to me that if we can credibly tackle the lines problem we
have a great future in store for us in Indianapolis.
All of us here at Gen Con headquarters are exhausted. If you have
email or phone messages out to anyone here, don't expect a response for a
few days while we recover!
In closing I have to thank all the people who worked so hard on this
show, from staff, to volunteers, to contractors, to guests, to exhibitors,
to game masters, and to the local businesses as well. It's a huge amount
of work and coordination to pull off an event this size and it wouldn't be
possible except for about 3000 people who work 18+ hour days throughout
the whole con to make it happen. Thanks to all of these people!
But thanks most of all to the fans who came and had a great time and a
great attitude and gamed like crazy!
Peter Adkison
Owner/CEO, Gen Con LLC
"The best four days in gaming!"
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