![]() If you’re not taking care of your health, you can’t take care of your family. Maybe the most important ones are health, family, and work, in that order. And using your tools and the world’s depth and the objects in the world that are deeply simulated solve the problem in the real world. My whole philosophy is you see a challenge. And the job of the player is to solve the puzzle. That implies a designer came up with something that has one solution. You’re not allowed to say the word ‘puzzle’ in my studio. Spector: Things like, ‘Never judge your player.’ In my games, players get to decide how to deal with challenges and problems. GamesBeat: And what were some of the game design philosophies there? So these posters actually make that point. I’ve had plenty of people say, why don’t you just make a shooter? Or why don’t you just make a platformer? I don’t want to have to fight that fight. Do you want this game? Yes or no? Hey, potential employee, do you want to work here? Because I don’t want to have to fight people. Do you buy into this? Yes or no? Hey, potential funding partner. And I didn’t want people to think, okay, I’ve got to adopt Warren’s standards or Warren’s ideas. Spector: It was called Thoughts I Live By because I wanted it to be an example of how you can communicate with a team and partners, exactly what you’re about. So it was like, here’s what this means, here’s what this means, here’s what this means. And so each slide was a different poster. And this time, around my studios, I post posters that describe who we are and what we do, and why we do it and how we do it. Usually, I like to have a little narrative, you know? And one slide leads naturally into the next. And it was completely different in structure. It was interesting though, because it’s a talk I’ve never given before. So what I always say, because it’s true, is, you know, I had fun. ![]() People ask me how things went, and I never know. Warren Spector spoke at the DevGamm event in Cascais, Portugal. Here’s an edited transcript of our interview. We talked about his tips for emerging game designers. The player must live with the consequences of those choices. Rather, he is a fan of emergent gameplay, where a player has an objective and has many different ways to achieve that objective. He’s not a fan of games on rails or narratives where the outcomes must strictly follow a single storyline. ![]() Spector has strong opinions when it comes to game design. He grew up wanting to be a film critic and played lots of board games like the Avalon Hill games, Ogre and he became friends with sci-fi writers who were Dungeons & Dragons fans. He is currently the creative director at OtherSide Entertainment. At his own studio, Junction Point Studios, Spector created Epic Mickey for Disney Interactive. At Looking Glass Studios, he was involved in the creation of titles like Ultima Underworld, Ultima Underworld II, System Shock, Thief: The Dark Project and Deus Ex (while at Ion Storm). ![]()
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