Download presentation
Presentation is loading. Please wait.
Published bySilvia O’Neal’ Modified over 9 years ago
1
What We Believed Then and Why it Matters Now
2
From 1989-1999 worked on AAA titles In 1999 -2011 took a break from games In 2011 revived by Playdom
4
File Sharing …now
5
File Sharing …then
6
Communication …now email
7
Communication …then email
8
Target Audience …now
9
Target Audience …then
10
So… have you fought any imperials lately? I’ve been.. away What makes you think you can fight imperials in today’s rebellion? I was fighting imperials when you were a tadpole. I know how to fight imperials
11
There are lessons that we can draw from making games in the 90’s that serve us well today Because of the differences in market and environment perhaps they are durable
12
Lesson 1: be earnest; love your audience; love your characters
13
So much of movie acting is in … loving your characters. I try to know them, and with that intimacy comes love. And now, I love Voldemort. Ralph Fiennes Examples Outside of Games: (US) Advertising Politics And any other kind of confidence game
14
Lesson 2: a clear story
15
It takes seven seconds for us to judge another person when we first meet them. Most healthy teenagers and adults are unable to sustain attention on one thing for more than about 20 minutes at a time
16
Lesson 3: size matters size matters!
17
With floppies, size meant cost of goods CDs and DVDs, size management went out the window Now, size matters again both in loading time and server processor cycles
18
Lesson 4: the theater of the mind is alive and well
19
Love story? Chinese New Year?
20
"If a writer of prose knows enough about what he is writing about he may omit things that he knows and the reader, if the writer is writing truly enough, will have a feeling of those things as strongly as though the writer had stated them. The dignity of movement of an iceberg is due to only one-eighth of it being above water." - Death In the Afternoon, Hemingway
21
Lesson 5: understand need versus want and what risk of originality you can afford
22
Jose Ortega Y Gasset Some Lessons in Metaphysics Want: to desire more of something that exists Need: to crave something that does not yet exist
23
A sequel to a movie, a second episode of a show or playing a game “from an established genre”, are fulfilling a ‘wants’ The majority of economic activity is ‘want’ fulfilling There is an established desire for it, as long as you can recreate or slightly improve on the status quo – society is set up for this ‘Needs’ are tricky/risky because there is no roadmap No guarantee that people share your need Some original games can be a runaway success, start a new genre, create new wants In the end, you make the money off of the ‘want’ – maybe you arrived there from a ‘need’, but it’s the ‘want that paid off
24
Casual gamers are like hardcore gamers but they wont put up with your bullshit
25
Thank you for putting up with my B***t Q&A Additional Questions and Comments? dmcclure@playdom.com
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.