GDC Thoughts, Part 2

First blog­ging away from home. All two miles of distance.

My best ses­sion today was ten ses­sions long. The prob­lem with GDC is that, even when you know the speaker and the topic, some­times you don’t get you what you’re look­ing for. Or the speaker has a bad day, what­ever. What’s one answer to that? Shorter ses­sions. For the sec­ond year in a row, I attended the the microtalks panel: Ten speak­ers, five min­utes each.

Tracy Fullerton’s talk on dif­fi­culty was inter­est­ing. As was Clint Hocking’s rock-throwing at reviews in games. But for infor­ma­tion den­sity per sec­ond, I enjoyed N’gai’s exam­i­na­tion of player con­trolled dif­fi­culty: some­times overt and some­times as a dynamic response by the game. There’s obvi­ous value and applic­a­bil­ity in let­ting the player choose dif­fi­culty, even in mul­ti­player (Gears 2), but what inter­ested me was how else you could sys­tem­at­i­cally layer in dif­fi­culty with­out just tweak­ing num­bers and AI reac­tion times.

mg ssBest exam­ple? Ratchet and Clank. Die in the game, and you respawn, of course, but so have the power-up bolts. And you still keep the bolts you’ve already earned. Unlike our usual expec­ta­tion where the hard core player is the only one to embrace repeated con­tent and grab col­lectibles, here the power-up wee fac­tor means that the guy who dies doesn’t feel so bad, and the extra power-ups mean an eas­ier expe­ri­ence as he goes.

PS: I love Metal Gear, includ­ing MGS4. And what was my favorite take­away from the Kojima keynote? The stealth genre was born out of a sprite lim­i­ta­tion on the MSX.

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