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What We Believed Then and Why it Matters Now.  From 1989-1999 worked on AAA titles  In 1999 -2011 took a break from games  In 2011 revived by Playdom.

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Presentation on theme: "What We Believed Then and Why it Matters Now.  From 1989-1999 worked on AAA titles  In 1999 -2011 took a break from games  In 2011 revived by Playdom."— Presentation transcript:

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

3

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


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