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.