2009-08-25 09:14:38
GDC Europe choice by peter molyneux
This is the last note for the GDC Europe. Peter
Molyneux's lecture felt like a keynote although it was none. It was a press
presentation originally. Funny enough, worth to hear it.
'choice' peter
molyneux
choise is one of the ultimate basic game design
mechanics
why choices?
engage the player
emotional
binding
give the feeling of control
the effect of
choice
populous : choice is just a motive - no real choices
simple
choices good and evil, black and white
b&w 35 choices 32 for evil. Most
american choose the good part
cultures differrences between europe, usa,
japan
unexpected outcome, cultural issues
fable
designer has to
handle the significance of your choice
make it clear
Not
cool:
outcome to unexpected
weave instead of split
don't forget the
gameplay
spend to much on little simple choices
choice can
effect
simulation
roumor systems
regions
pitfalls
expect
the unexpected
be bold with game mechanics, how to choice
question the
foundation story
be bold with story & drama
touch mechanic - emotional
presence