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(English Version) Breaking the Rules of Game Design: When to Go Against Competence, Autonomy and Relatedness
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Description
Breaking the Rules of Game Design: When to Go Against Competence, Autonomy and Relatedness

Speaker/s: Kaitlyn Burnell (Naughty Dog)
Day / Time / Location: Friday 2:30- 3:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: A psychological result that is being heavily used in game design these days is that the strongest known correlation between player retention and game design is whether the game provides Autonomy (player choice) Competence (players feel capable) and Relatedness (players receive recognition). As designers we've learned how to follow these rules, but when is it right to break them?

This talk will explore games that break autonomy, competence and relatedness in powerful ways, from Valve's Portal to Brenda Brathwaite's Mechanic is the Message board games and analyze the value these games gain by breaking rules. These examples will be distilled to a design technique that lives at the intersection of ludology (game mechanics) and narrative, along with analysis of when to use and when not to use such techniques.
Takeaway: The audience should take away a technique for creating player emotion that is unique to games, an idea of when and why they might want to use this technique and a list of pitfalls to avoid when using such techniques.
Intended Audience: Game designers and content creators will benefit the most from this talk. Prior knowledge of autonomy, competence and relatedness is recommended, but these terms will be reviewed at the start of the talk.

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