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Features

GDC 2003 Video:
Warren Spector's "Sequels and Adaptations: Design Innovation
in a Risk-Averse World"
With
sequels and franchises dominating the sales charts and uppermost
in publishers' minds, how do developers balance their desire to
create interesting, innovative games with their own and their publisher's
need to maximize the chances of success while minimizing risk? This
talk focuses on specific strategies developers can use to achieve
personal and business goals while thinking INSIDE the box (often
someone ELSE'S box!), rather than outside it. Some of the issues
to be addressed include:
- Strategies
for carving out creative spaces in a sequel to your own or someone
else's successful game.
- Tactics
for satisfying your creative urges when your audience just wants
"more of the same."
-
Thoughts on building a sequel team and how that team should differ
from a team working on a ground-up original title.
- Ways
to manage studio portfolios to balance risky projects and proven
money-makers.
- Lessons
to be learned from movies, television and books
- Media
that thrive on sequels in much the same ways we do.
[Start
Video...] (52 minutes.)
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RealPlayer. [Download Free RealPlayer...]
Note:
This video does not show the speaker's slides. However, you can
download the Powerpoint slides and view them separately. [Download
Slides...]
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