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.