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Tara Voelker's thoughts. A lot about video games, a little about life
Zeb’s presentation was pretty cool, as everyone got to ask questions while he was talking. Somewhere in the middle we got on a huge segue involving DLC, so that was pretty cool. To keep my notes more in order I moved anything that was DLC related to the end since it really wasn’t part of his speech. For more information about this presentation see And We’re Back – InterFaces 2009.
Notes:
What is content: It’s everything that player does and interacts with
Why do we have content: Because it makes the player involved
Note: Traveling is never content. Do not make the player travel. It doesn’t keep them involved, it makes them bored.
There are 3 types on content:
Designed/Designer content, User Created Content, and User Generated Content
each have their own benefits and drawbacks
Design content
Benefits:
Drawbacks:
User Created content:
this is similar to Spore or City of Heroes.
Benefits:
Drawbacks:
User generated content:
This doesn’t have to be included in the game itself, but is really anything that give your game a sense of community or allows the player to generate more meanings for themselves. it could be guilds, writing online reviews, chatlogs, pvp/multiplayer modes, or forums.
Benefits:
Drawbacks:
On DLC:
DLC is something that is useful. It can extend the life of a title and continue generating money, but should not be overused.
DLC is not a substitute for making a new game. If you just keep releasing DLC and not a new game, your fan base will feel used and grow bored. When this happens you aren’t making money anymore.
DLC should be something added when the game feels complete. You shouldn’t need DLC to make a game feel like a whole.
Sometimes DLC is used to add missions that the designer wanted to put in but couldn’t because of time constraints.
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