GDC Vault is part of the Informa Tech Division of Informa PLC
This is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
|Session Name:||Can You Make a Good Game Without Good Play Mechanics?|
|Speaker(s):||Prasert "Sun" Prasertvithyakarn|
|Company Name(s):||Square Enix Co., Ltd.|
|Track / Format:||Design|
|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.|