Search






My Shopping Cart

[ 0 ] 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 > More GDC > GDC 2005


View larger image
 


QTY:

Perform or Else! Why (and How) to Include Extroverted Play Design in your Game
Price $5.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC-05-137
Statistics
Description
Perform or Else! Why (and How) to Include Extroverted Play Design in your Game,
4722

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.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.