Matthias Worch - Epic Games | LinkedIn (original) (raw)

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25 years of game development experience. Working at Epic Games on unlocking the future of…

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GDC March 15, 2013

This lecture is a big-picture look at how computers games are becoming the predominant form of entertainment & art form of the 21st century, and how games compare to the other media of earlier ages. The 2nd part of the lecture conducts a very specific examination of on how games work at their core level, and how we should look at authorship in titles like that are commonly described as "story-driven games".
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GDC March 15, 2011

Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world? The answer is Both, and the game designer must work carefully to keep the interests of these two consciousnesses aligned. This session presents a design approach for reconciling developer-defined and player-derived character identities. Games often feature strong pre-authored characters and story arcs, while trying to give the player the feeling of…
Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world? The answer is Both, and the game designer must work carefully to keep the interests of these two consciousnesses aligned. This session presents a design approach for reconciling developer-defined and player-derived character identities. Games often feature strong pre-authored characters and story arcs, while trying to give the player the feeling of uninhibited agency. The practical techniques presented here show how to design stories that dont simply provide a context for the players actions, but instead create impulses and motivations within the player that are in alignment with those of the avatar. Player and avatar float along in unison inside an identity bubble, working towards a common goal.
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