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