2010-03-10 18:18:20
GDC10 TUEsession6and7

How to innovate in the land of clones Speaker: Nick Fortugno and PaperbackWriter: The emergence of interactive story in casual games

How to innovate in the land of clones Speaker: Nick Fortugno

Where we started years ago:

some slides will come soon.

Advice for innovating

Point # 1 Start from known Parts

zuma = ricochet = luxor

Point # 2 look after other (game) media

plants vs zombies > restaurant city

Point #4
go big or go home
anything easy is easy to steal

and there is much more money outside than you can imagine

so think crazy, weird and unique

point # 5 don't assume your audience is solved

if we are game devs we assume our heart is testing

playmatics.com


kenny shea dinkin:

paperback writer

the surprising
how to save the world
do want to save the world?

focus on entertainment

reality is broken game designers have to fix it

make your work an impetus for inquiry

reemergence of the narrative Adventure game as a ... of HOG

mass market themes are fantasy mystery crime and romance

the problem with stories in games: in short: the suck

freitags triangle is really male coded
don't lean freitag if you can avoid it

good reasons to tell storys in games

a lots of money
story addiction

characters = IP
emotional engagement

compelling chars driven serialized = crack

immersive navigable story world
to expensive so they failed

HOGs

easy mechanics to build

narrative space
linear
inventory objects
mass market

Birth of the Hogventure
puzzle integrations are a paramount

remind player what she should doing
provide a lots of talks and hints.

what about social?

asynchronous multiplayer adventure games?

big pitfalls but value to solve them.


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