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.