You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name: Intentionally Broken Game Design and the Art of "Deputizing" Players
Speaker(s): Douglas Wilson
Company Name(s): Copenhagen Game Collective
Track / Format: Independent Games Summit

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content


Why spend months debugging networking code or carefully balancing complex systems when it can be so quick and easy to develop fun multiplayer games? Digital games need not be treated like computational "systems" existing only inside the computer. They can also be viewed as "festive contexts" where players improvise their own rules. In this talk, researcher and developer, Douglas Wilson, discusses several of his indie party games. Drawing lessons from traditional folk games, design research, and precedents in other media forms, this session argues that deliberately silly, broken, and otherwise "incomplete" games can nurture a kind of self-motivated performative play.

GDC Europe 2011

Douglas Wilson

Copenhagen Game Collective

free content

Independent Games Summit

Independent Games