E3’s Identity Crisis Leaves It With an Unclear Future
Photos courtesy of Getty Images
Every year the Entertainment Software Association puts on the Electronic Entertainment Expo, also known as E3. It is a dizzying, over-the-top display of the latest and greatest in videogame hardware and software, packed with two entire show floors, dozens of vendors, manufacturers, and developers, and hundreds of games. It’s the beating hub of the part of the videogame industry that loves to wear suits and awkwardly hang out with celebrities.
Tucked into one corner of the showfloor is the Indiecade booth, which showcases small games by smaller developers. It’s in the shadow of the gargantuan Nintendo booth (multiple stories, about the size of a small building, packed with every big ticket game that Nintendo could show on the floor) and feels like an oasis of sorts, an island of relative calm and genuine nature among the storm and tumult of larger developers and publishers.
As I spent some time there during the conference, several developers remarked on the relative emptiness of this year’s E3. Indeed, right behind the Indiecade booth was a gaping hole in the showfloor’s residencies, a bare and barely-lit patch of carpet that some Indiecade presenters had taken to calling the “yoga room,” since the expanse of carpet was ideal for individual stretching out or, in the case of some exhausted attendees, just laying down for a minute.
E3 has had a weird year. The conference is traditionally frontloaded with a number of press conferences from major publishers—Nintendo, Ubisoft, and the like. But earlier this year, longtime industry stalwart Sony announced that they would be forgoing their press conference at E3. EA, who pulled out of the actual E3 show a few years ago, also scrapped its press conference this year.
The place of E3 within the games industry is undeniably changing. Both EA and Sony have their own events where they can showcase their latest work without competition (EA Play and PSX, respectively). It’s been a few years since the event started letting the public in (via highly-priced “Gamer” passes), and it’s a far cry from being a strictly trade-and-vendor show as it would have appeared in the 1990s. But it still doesn’t feel quite adjusted to its new partial identity as a consumer-focused event.
Alongside traditional publisher booths and closed-door offices on the show floors, this year at E3 sported the Fortnite, eh, pavilion, complete with cosplaying dancers, prizes, game shows, and inflatable attractions. Two different energy drinks had competing DJ stages, lines for Nintendo public demos reached over three hours long, and a VR startup brought pole dancers. Who this was meant for largely remains a mystery, since any actual industry business was likely done in separate, back rooms and the public (from what I saw) didn’t seem to have much interest in bodysuited pole dancers (however: if you were one of those dancers and you’re reading this, there’s no shame in getting that paycheck, and I hope the music didn’t get too annoying after the fifteenth loop).
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