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Do (Say) The Right Thing: Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas
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SKU GDC12-3372
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Description
Do (Say) The Right Thing: Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas

Speaker/s: Joshua Sawyer (Obsidian Entertainment)
Day / Time / Location: Thursday 2:30- 3:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This talk addresses what continues be a major issue for developers: how to structure branching conversations in ways that feature compelling gameplay, accomplish narrative goals, and support player agency. Despite making increasingly successful games, RPG developers have not fundamentally changed their approach to structuring conversations in over a decade. With RPGs becoming more "mainstream" in the eyes of publishers and the public, now is the perfect time to do so. By examining ten years of conversation tree evolution from the original Fallout to New Vegas - and many other RPGs along the way - this retrospective will analyze what has changed for the better, what's taken a turn for the worse, and what designers and writers need to do about it.
Takeaway: Attendees will learn a systemic approach to structuring branching conversations. This approach will ensure that designers, writers and players are all getting what they want out of the content. In turn, this means that more players will enjoy dialogues instead of viewing them as a chore or guessing game.
Intended Audience: Writers and designers working in the role-playing game genre will benefit most from this presentation. Knowledge of the basic conventions of player choice and consequence in RPGs is helpful. Familiarity with branching dialogue mechanics and dialogue tools is also helpful, but not required

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