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GDC Europe 2011 Day Three: What You Missed

Gamasutra wraps up its on-the-scenes coverage of the third day of the 2011 GDC Europe conference, with talks and insight from industry alums and independent developers alike.

August 17, 2011

1 Min Read

Author: by Staff

Gamasutra wraps up its on-the-scenes coverage of the third day of the 2011 GDC Europe conference, with talks and insight from industry alums and independent developers alike. Garriott Charts The Evolution Of Games In the final keynote of GDC Europe, Ultima creator and MMO pioneer Richard Garriott urged developers to grasp the potential of the mobile social era before they are left behind. Quantic Dream's de Fondaumiere's Call To Arms On Ratings In a speech entitled Game Content Ratings Must Change!, the co-founder of the Heavy Rain developer raised the cry for pushing against what he calls unfair ratings systems which restrict creativity. Obsidian's Five Hard Lessons Of RPG Design J.E. Sawyer, project director for Obsidian Entertainment (Fallout New Vegas) discussed the "challenges that the RPG industry has faced in adapting from its pen and paper roots." What Publishers Want A panel of game industry veterans gathered to answer a pair of seemingly simple questions: What do publishers want and how can developers get what they want out of them? Embrace The Constraints of Your IP, Says Ubisoft's VandenBerghe At a lively, Gamasutra-attended lecture given by Ubisoft creative director Jason VandenBerghe, the industry veteran offered up a set of rules for tackling the creation of video games for existing IPs, which he had dubbed "The Magic Gun." How Community Management Is Like Dog Training Playdom's Gordon Walter explained how community management is like dog training: reward good behavior while ignoring bad behavior, and your audience will conform to the way you need them to be.

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