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Interesting Decisions
Price $3.95
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SKU GDC12-3370
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Description
Interesting Decisions

Speaker/s: Sid Meier (Firaxis Games)
Day / Time / Location: Wednesday 11:00-12:00 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Long, long ago at a GDC far, far away, I introduced the idea that a useful way of looking at gameplay is as "a series of interesting decisions". This comment has since taken on a life and identity of its own and appears irregularly in theoretical discussions of game play and game design. While I have referred to it on occasion in game design talks, I've never really drilled any deeper into this idea. I propose to examine what types/categories of decisions are inherently interesting. How to we recognize or add these types of decisions, how do we maximize their interest, how does pacing affect decisions. What types of information and feedback are essential to fully immerse the player. Using examples from widely known games we'll examine how interesting decisions can improve your game designs in a way applicable to a wide variety of game types.
Takeaway: We'll examine how we can recognize interesting gameplay decisions and how we can make them more interesting. We'll also examine how we can fix uninteresting decisions.
Intended Audience: Game designers and gamers interested in game design.

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