4:15- Increasing Our Reach: Designing To Grab and Retain Players
Apparently this is the keynote. Speaker rants off a charming intro about not being that indie, and his fears that the crowd will rush the stage and attack him (well that’s kinda what he was implying. he wasn’t that explicit).
This year his company released “Spider: the secret of blah blah manor.” It uses a design philosphy he calls “Immediacy with depth” (first 10 minutes should always be awesome, while depth brings you back). his focus is on applying this to iPhone games. Continue reading
3:30 – 5th Cell: from mobile to handheld & beyond (scribblenauts) (summary)
I had to run across from North hall basement to South Hall mezzanine, with zero time break, so i showed up 7 minutes late.
I thought this talk turned out to be a waste of time. but maybe I missed something in beginning?
Drawn to life led to many inquiries about making kid’s games. so they made Lock’s Quest to break out of the paradigm. (he asked for a show of hands as to who had played Lock’s Quest. I had the sense no one raised a hand. What the hell is Lock’s Quest?). Continue reading