Search






My Shopping Cart

[ 3 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2007


View larger image
 


QTY:

Making Games for the Other 90%
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-4212
Statistics
Description

Making Games for the Other 90%

Speakers: David Amor

Track: Game Design

Format: Lecture

Experience Level: All

Description: Most people don't play games. Most people have a TV and are willing to be entertained so why is it that as an industry we're able to reach such a small proportion of our potential market? When making Buzz!: The Music Quiz with SCEE, game design assumptions had to be left at the door when aiming at an audience composed of drunk non-gamers. The result was a game that not only attracted gamers but also the other 90% that don't usually play games. David talks about why he thinks the game was a success and why he’ll never make a 'regular' videogame again.

Idea Takeaway: Although this presentation will feature usable examples of mass market game design, the prime goal is to illustrate how we can make games which are more approachable to a larger market.

Intended Audience: This discussion is aimed at anyone who is interested in creating games for people who wouldn't consider themselves gamers. Suitable for all.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.