Thumbs Up:
-Artists' Alley Room. I was dubious at first, but it really allowed for artists to have space to show off, and a place to draw attention. Having each of the doors be two-directional was a huge factor in making successful, though, because then you could just wander through there on the way to your destination, no matter which direction you were going, as opposed to walking circles like for the dealer's room. It was also really nice to be able to avoid the artists tables, especially the artists who were aggressively advertising their wares with guilt trips and all. Oh, and having the autograph sessions in there was excellent, since there was always plenty of room for the long lines.
-Asian Film: The asian cinema rooms have become one of my favorite parts of Fanime Con, because I can walk in any time day or night, and find a great movie I've never seen - probably not even heard of - and enjoy it; better yet, there's no hentai so they're a great place to hang out for those of us who aren't into that sort of thing.
-E-Gaming Room: Putting the arcade, the consoles, and the LAN in that one huge room was ingenious. There was easily enough space for each event, tons of events going on simultaneously within seconds of each other, and it made the room a one-stop go for interactive entertainment, plus there was still room left over for extra things like the swap meet or "pikaball", and most of all, no rampant BO.
-Stage 1: The dance was much better in the small room, where crowds are possible, and having the J-rock bands playing at various times was also great because it gave people a chance to see some if they were busy during MusicFest, as well as being a nice place to stop off during downtime. The only problem was ventilation - that room was, unfortunately, blasting hot, and very stuffy - but compared to last year's dance, it was a small sacrifice.
-Centralized Panel Room: Having all the panels in a single consistent and central location was great - really easy; no time spent trying to locate the right one at the right time like I've done last year.
Do Better:
-Stage Zero: This is an idea with great potential. However, it's going to take a little refinement to make it truly good. Some problems with the stage: (1) it was usually hard to see the screen, between problems with pillars and ambient light, (2) the game shows, prize giveaways, and whatnot going on were consistently run by annoying announcers (sorry if I offend anyone); the only way to avoid this, though, is to tweak the programming layout for Stage Zero, and, speaking of which, (3) the vast majority of the programming for Stage Zero was easily forgettable.
-Tabletop Gaming: Last year's Tabletop was about the best ever at a Fanime. That room was conveniently-located, huge, and populated with great cushy chairs and big tables. This year's posed a stark contrast: out-of-the-way, miniscule (there were about 4 tables, it seemed), and devoid of interest. Last year, I was able to pop in and watch games or play a quick pick-up of Apples to Apples whenever I needed somewhere to go; this year, there basically wasn't room for pickup games, the room required a trek to reach in the first place, and the hostile white design of the room was very uninviting, too.
-Schedule: As usual, schedules were a problem. This time it wasn't availability, mostly, because when I got there Friday morning the Friday schedule was already printed, and the other three days the schedules came out in a pretty timely fashion, plus there were online copies for people with that much foresight. The problem was the tiny print - they should definitely have had half as much information per page, in a landscape-style printjob, as in previous years. Also, workshops - as opposed to panels - were pretty much missing from the schedule, so I never did find out when (or if) Cel Painting and whatnot happened.
-Program Guide: Blame it on the shakeup in the staff if you want, but the program guide had little worthwhile information in it; in previous years we've had comics, Japanese-language tips, and other advice. This year, it's missing some really key info, such as descriptions and/or images of the anime scheduled for showing - I know there's a lot, but at least pulling out a few key titles would be better than not mentioning the anime programming in any detail whatsoever in the book. Descriptions of panels and workshops too, might help attendance improve for good workshops.
-Miami: This is just personal taste, but from what I saw about Miami, they were not extremely talented, nor did they make music nearly as catchy as the booklet portrays them.
No Comment:
-Video Room programming choices
-Dealer's Room
-Hentai or Yaoi