2009-08-18 17:25:26
GDCE keynote tuesday

writing interactive narrative for a mature content by Dave
Cage(Quantum content)


Average gamers are
75% ARE 18+
40% are
female

the 4 primal emotion while you run away from a
lion
anger
agressivity
fear
competition

(Primitive emotions
are anger, rage, pain, pleasure, comfort, thrill, fear, fright, and selfishness.
found on google)

social emotions are
happiness
empathy

etc.

the problem
games have been made for kids and
teens.

toys vs arts. I do not like this comparition

compare games
vs movies

some games can compare
ico
flowers
rez
many many
more

making mature content

decididions to make

primal
emotions vs social emotions
toys vs art
kids vs adults
sandbox vs
rollercoaster
achievment vs journey
tradition vs new
paradigms


redefine experience as journey and not a challenge
get
rid of pattern
dare to break rules and invent new paradigms
assume to be
an art and not a toy


rule #1
out creativity at the heart of the
game

dont make compromises Dont follow trends Follow your
instinct

open game to all emotions

put narrative at the heart of
the expedrience

offer experiences that bear meaning

dare to evoke
ew themes

a good story tells about characters mot about
envoiroment

rule #2
find new answers

retink interfaces and make
the contextual
think narrative emotion and interactivity at the same
time

invent our own narrative grammar

keep non creative people out
of the creative room.

accept that game designers became
authors

train interactive writers

rule #3
forget about
technology

its a tool not a goal

create believable vehicles for
emotions

create one universal technology

rule #4
be proud of
who we are

stop making stupid games

prove that we are an emergent
culture

get censorship back to the normal standards

rule
#5

be crative be ambitious be early be pationt
be innovative business
models

ruleb #6
have courage and patience

evangelize
publichers
evangelize press


...

A real keynote. He is an
evangelist of the narrative