Jeppe Carlson (Playdead): 4:30pm
(official GDC brief) (note: I was 5 minutes late)
puzzle designer discusses his process for designing much-lauded physics puzzles in recent indie game hit, Limbo.
Mostly interesting to hear about the tools they used. One of their programmers created an AI element which automatically playtests the level every time you compile it (run the level, and instantly see what most players would do in it). I think this was a huge insight into why the game turned out so well. Ingenius idea (to simulate the average player). Continue reading →
1:45pm- Meta-Game Design: Reward Systems that Drive Engagement (summary)
This talk moved fast, and seemed more business (“user manipulation”?) minded. She presented a diagram which designated three levels of game (representing player interaction? feedback?). basically:
1. Experience points (represent the time player puts in)
2. Skill points (player’s demonstrated ability),
3. Influence points (player’s friends and sharing). Continue reading →
Across the hall…
10:30am- Abusing Your Players Just For Fun (summary)
This speaker was cool. One of these “hipster indies” that seems more interested in games that are art/expression than … well, fun. I guess.
His slide show featured jarring strobe graphics. He talked about the way in which we enjoy David Lynch movies, and played a clip of the “call me, I’m at your house right now” scene from Lost Highway. Then he pondered what a video game equivalent would be like (Killer7 is basically where he started, though he journeyed off into zillions-of-weird-examples land).
Continue reading →