A letter from Peter Adkison

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Morrus

Well, that was fun
Staff member
Peter Adkison has asked me to post the following for him. He tells me that he'll swing by to respond to comments (he wasn't sure where to post it):

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.

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 confusion 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 ENnie Awards, 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!"
www.gencon.com
 

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thanks for the post, morrus, but teflon billy beat ya to it, over in the main general forum.

here, in fact.
 
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Why not just require badges for those who have booths? This would include any volunteer who is working the both if not an employee of the company.

For everyone else, why not a stamp on the back of the hand?
 

Well, I could see the hand stamp thing being problematic.

For starters, I like the badges, because they generally have names on them, so I can see names that way. Secondly, badges are easier to see. Thirdly, and seriously, what if someone doesn't have hands? Let's face it, there are a variety of people at GenCon, and it's not uncommon to see people in wheelchairs with some sort of birth defect. Everyone has a neck, but not everyone has hands.
 

Ah, OK. This was waiting in my mailbox when I got back from the aiport, so I hadn't had chance to check General Discussion. I'll close this one.
 

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