Today was the most fascinating and inspirational day yet! Unfortunaltely, I don’t have the time or the energy right now to cover everything I’d like. Instead, I’ll give you some bare-bones notes on what happened now, then come back and fill them in later.
Congratulations! You’ve completed level four of the GDC! Here are the secrets you discovered:
- You heard Will Wright and Cliff Bleszinski talk about their inspirations, and realized they’re not that different from yours
- You saw how the art in Dear Esther told a story through use of environment, and how realism can actually be detrimental to immersion
- You realized that all your favorite games share the common element of strong “atmosphere”, and that having this quality in a game ultimately boils down to nothing more than having a strong, unique, and cohesive identity
- GDC Microtalks 2012:
- You witnessed David Sirlin discuss how giving the player less time to think can actually lead to deeper strategy
- You felt the subtle yet powerful difference between competitive victory and cooperative victory during Mary Flanagan’s talk
- You learned six things Dan Pinchbeck thinks we need to stop discussing about games
- You learned several ways in which Pinchbeck told a story through the environment, music, and narrative of Dear Esther
- You noted several games, books, and movies speakers mentioned that you should check out for inspiration
You’ve unlocked the final level! Continue? (Y/N)