2009-08-17 11:37:37
Don Daglow - Designing for a new Audiences

session #2: Don Da glow is a 38years veteran in
Game Industry - Founder of stormfront. Here are my notes...


Topics:

1.Insparation and Dreams
2.harsh realities
3.Solution
checklist


1.:
make people feel a differen way. Your
instaration?
Breaking traditional presantation. There is (no) gymnastics in
shaekespear.

Don't do it the same old ways.
You make it the older way
combined with the newest way.
Do it the new way.

Techinic id not you
dream.
When things seams to be undoable you may have to wait.

Time
will change.

Have your dreams it's importan.
2.:
But what
are the obstacles?

It's a big business
deamnds growth and
predictability
copies & sequels
biggest profits? From new, original games:
>>> natural conflicts

Some times you need three tries or more to reach
the break through.
(Guitar Hero was their third music game before they h9t
the market)
Time will change. Again.

decide fast

How do you get
your Vista point?
3.:
Checklist - the designers
aproach:

Asume: There will be always change. You will be not
disappointed.
(Don't asume wrong key assumption you'll fail)
Do not
stock to your assumption

Ask yourself: What would be fun?
Don't ask
for the machine. Do not become natural limiters into your process.

How
can the players convince each others it's "real"?
Sometimes up to us
sometimes it is the player.

When is this single player and when is it
online?
Games are more like a buquette of flowers a gift to the
player.

Fill in the blanks but before this you have to ask
yourself...

for whom is our game is intended?
I will not treat all
gamers as hardcore gamers!

interface...
How does the player feel
unique, powerful and in cortol?
How do opponents ...?
How do the players
feel part of the world?

How does the players feel - is this the only
emotional values?

Games can change life. A least they can affect the real
life.

Care for your game. Don't waste the chance, don't waste
time.