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Perform or Else! Why (and How) to Include Extroverted Play Design in your Game
Price $5.95
Stock Unlimited
Weight 0 lb, 0 oz
SKU GDC-05-137
Perform or Else! Why (and How) to Include Extroverted Play Design in your Game,

Game Design, Lecture

Katherine Isbister
Professor, Rensselaer (RPI)
What do Quake, the Sims, DDR, Tekken, Warcraft 3, and Everquest have in common? They encourage extroverted game play — showing off for others, crafting legendary personas, getting physically involved, creating game-play movies, and generating a larger public audience. These games use players’ performance energy to build fan base, community, publicity (and sales). Recent genres – online worlds, mobile games, and games with physical interfaces – have taken extroverted game play from a nice-to-have to a necessity. No matter what your genre, as a designer you need to get players performing to ensure that your game is a lasting hit. This session explains why and how extroverted play works, and gives you practical pointers for building it into your game designs. Games we’ll discuss include physical party games such as DDR, fighter games such as Tekken, classic First Person Shooters like Doom and Quake, and other well-known games, as well as emerging genre examples that take performance to a whole new level.

Attendees learn about extroverted play what it is, and how and why it works from a psychological point of view and they get specific design tips to use in their own game designs. They also learn about some edgier and and future-facing extroverted gaming.

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