As the regular updates for GDC Europe 2012 continue, event organizers have debuted a trio of new talks covering everything from limiting player choice, moving to free to play development, to PR crisis management.
These talks fall within GDC Europe's Main Conference, which takes place Monday through Wednesday, August 13-15, 2012 at the Congress-Centrum Ost Koelnmesse in Cologne, Germany.
The full details on these new sessions are as follows:
- Over in the Game Design track, Joerg Friedrich, lead level designer on 2K and Yager Development's Spec Ops: The Line (pictured), will examine how to build an emotional response by manipulating player choice in "Making the Player Feel Bad - Breaking Rules of Player Choice for Emotional Impact."
While most games use an established set of rules to provide satisfying player choices, Friedrich will argue "designers sometimes should break these rules to create emotional impact on the player and tell a serious narrative." To illustrate his point, he will offer a number of examples where this has worked, and where it hasn't.
- Also in the Game Design track, Travian Games senior game designer Jan van der Crabben will explore how to make the transition from blockbuster games to free to play development in "AAA goes F2P: Same Skills, Different Mindset."
Previously, van der Crabben worked on Empire: Total War and Napoleon: Total War, and during this talk he will outline how he eventually moved toward making free to play games like Travian's browser-based Imperion. Along the way, he'll offer advice for other developers looking to make a similar switch.
- No matter how hard you try, sometimes it's simply impossible to avoid a public relations disaster. Valerie Massey, the director of community development at the community analytics company Clara, will offer some advice on how to deal with these scenarios in the Business & Marketing track talk, "DEFCON: A Basic Guide to Public Relations Crisis Management."
Building upon talks she's given at previous GDC events, the former CCP PR director will focus on the inevitable crises that arise during game development, and will outline "the tips and tools you'll need to calmly weather the storm and get things back on track."