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 > Topic > Game Design


View larger image
 


QTY:

The Good and the Bad: A Second Chance
Price $5.95
Adjustment
Type
Stock Unlimited
Status
Weight 8 lb, 14 oz
SKU GDC-03-143
Statistics
Description
The Good and the Bad: A Second Chance,
921

Game Design, Lecture

Peter Molyneux
, Lionhead Studios
Developing an innovative game always carries with it a burden. However extensive your pre-release testing, the true test of an original game is always too late Ė when the public get their hands on it. A sequel gives you a chance to rectify the problems highlighted by user-feedback, and allows you to retain and further develop those features that worked, whilst throwing away or remoulding those features that didnít. This discussion focuses on the development of the god game Black & White 2, and how it was influenced by the original, both the good points, and the bad points. By running through the new game design and revitalised technology, and examining how the problems of Black & White were addressed, we can see how developing a sequel gives you a real opportunity to push forward a genre and solidify the innovative features of the original game.

The audience learns how analysis of previous projects can allow them to innovate still further by highlighting mistakes made, and good choices exercised.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.