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Sequels and Adaptations: Design Innovation in a Risk-Averse World
Price $5.95
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Weight 8 lb, 8 oz
SKU GDC-03-137
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Sequels and Adaptations: Design Innovation in a Risk-Averse World,
899

Game Design, Keynote

Warren Spector
Studio Director, Ion Storm
With sequels and franchises dominating the sales charts and uppermost in publishers' minds, how do developers balance their desire to create interesting, innovative games with their own and their publisher's need to maximize the chances of success while minimizing risk? This talk will focus on specific strategies developers can use to achieve personal and business goals while thinking INSIDE the box (often someone ELSE'S box!), rather than outside it. Some of the issues to be addressed include:
-- Strategies for carving out creative spaces in a sequel to your own or someone else's successful game. -- Tactics for satisfying your creative urges when your audience just wants "more of the same." -- Thoughts on building a sequel team and how that team should differ from a team working on a ground-up original title. -- Ways to manage studio portfolios to balance risky projects and proven money-makers. -- Lessons to be learned from movies, television and books -- media that thrive on sequels in much the same ways we do.

There is hope. It IS possible to balance dollars and cents issues with design challenges and opportunities. Attendees leave with some concrete ideas about how to innovate and push the limits of our craft while working within constraints imposed by market forces and/or the needs of publishers.

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