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.


Session Name:

'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods


'RimWorld' hit Steam in summer 2016 with remarkable success, despite being developed by a tiny team and entering a genre littered with failures. But how? This talk looks at how, as a developer, to find unique value by doing things that are commonly assumed to be wrong, impossible, or ridiculous. Specific focuses include: How Ludeon Studios defined 'RimWorld' not as a game, but as a story generator, and how forcing themselves into this frame opened up entirely new mechanisms for creating compelling play. How, by strategically leaving out features, they made players engage with features and story elements that aren't actually there. How they made better decisions by not planning despite everyone wanting them to plan. And finally, how they shipped with many seemingly-critical features missing, but nobody cared, because they used a special methodology for selecting features that actually matter instead of the ones that commonly assumed to be necessary.

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

  • GDC 2017
  • Tynan Sylvester
  • Ludeon Studios
  • free content
  • Design
  • Design