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GDC + VRDC 2019 Session Scheduler
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When someone wants to design games for different player types, they often think in terms of systems. Developers build player chat for social players, powerful weapons for action players or perma-death for players who want mastery. But do they think about different player types when building worlds?
World designers can create better experiences if they understand player motivation. This talk will dig into practical ways to build worlds that your players will love, while also leveling up your world designers by learning how to focus on what matters most.
Attendees will learn practical ways to tailor towards player motivation through concrete examples from franchises such as 'Mass Effect', 'Dragon Age' and 'Destiny'. They will learn how to think about what is most important in their game based on their intended audience, and spend their limited time building that instead of something their players will undervalue.
World, level or activity designers from entry-level to advanced would benefit the most.