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.

close

The Number One Educational Resource for the Game Industry

Session Name:

Can You Make a Good Game Without Good Play Mechanics?

Overview:

Game designers tend to focus too much on good game mechanics (How to provide the challenges? How to provide meaningfulchoices? etc.). Historically, this is absolutely correct, when the "value" that a game provides to users was limited to fun gameplay achieved only through good mechanics. But things have changed. Now there are good games without meaningful choices or strategic approaches, and whether you call them games or not, it's a game designer's job to design them anyway! That's why you should learn about them.This session is not about making good narrative/graphics. It's about the fact that there are verbs other than "play" that users can do with a game. To maximize those experiences, a good design with a broader vision than just "good game mechanics" is necessary. Drawing from examples from 'FINAL FANTASY XV', speaker Prasert "Sun" Prasertvithyakarn will share his vision and techniques.

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 2019
  • Prasert "Sun" Prasertvithyakarn
  • Square Enix Co., Ltd.
  • free content
  • Design
  • Design