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Session Name Designing for Free: How Free-to-Play Games Blur the Line Between Design and Business
Speaker(s) Tom Chick, Ben Cousins, David Edery, Soren Johnson, Matthias Worch
Company Name(s) Quarter to Three, ngmoco Sweden, Spry Fox, Game Developer Magazine, LucasArts
Track / Format Game Design
Overview

The free-to-play movement is here to stay and will touch every corner of the games industry. However, the format blurs the line between game design and game business, so that business decisions will become increasingly indistinguishable from design decisions. Free-to-play content must be fun enough to attract and retain players but not so much fun that no one feels the need to spend some money. Managing this tension makes free-to-play design extremely difficult, especially for traditional game designers who are used to simply making the best game possible. Our panelists will discuss this transition and best practices for building free-to-play games with soul.

GDC 2012

Tom Chick

Quarter to Three

Ben Cousins

ngmoco Sweden

David Edery

Spry Fox

Soren Johnson

Game Developer Magazine

Matthias Worch

LucasArts

free content

Game Design

Design


UBM Tech