|Courtesy of the GDC Vault, Myst co-creator and sound composer Robyn Miller shared at GDC 2013 the design and production details behind one of gaming's most iconic first-person adventures.|
Miller's 60-minute session was packed with such nuggets as describing a 30-second phone call that decided the name of the game and his approach to creating puzzles essentially for non-gamers. He also discussed the challenge of designing for some of the first CD-ROM based consoles, which he said had no hard drive buffer and very little memory buffer.
To hear more, including how Myst was designed around these restrictions, check out the free lecture above.
Session Name: Classic Game Postmortem: Myst
Speaker(s): Robyn Miller
Company Name(s): Zoo Break Gun Club
Track / Format: Design
Overview:The best-selling PC game of the 1990s, Myst is also often attributed as the game that sold CD-ROM drives. Its majestic 3D world was too large for floppy disks, filled with puzzles and mysteries that unraveled in front of players' eyes in an engrossing first-person adventure. Myst's immersive atmosphere and play even gave rise to the debate of games two decades ago.
Since its release in 1993, it has been remade and ported to over 10 platforms, including most recently the Nintendo 3DS and iOS. Robyn Miller, the original co-creator and sound composer, will discuss how he and his brother Rand created a game that remains relevant and commercially desirable over 20 years later.
At GDC 2013, Double Fine's Anna Kipnis discusses how fake Twitter account @PeterMolydeux inspired the Molyjam game jam, which had more than 1,000 participants including the real Peter Molyneux. This free lecture, courtesy of the GDC Vault, is about how the jam was invented, organized, and became viral so quickly.
The @PeterMolydeux account was created as a parody for Peter Molyneux's "fantastically ambitious game ideas." In two weeks, Kipnis' local game jam based on the account's tweets quickly caught the attention of international press and developers.
Session Name: Molyjam: How Twitter Jokes Can Save Video Games
Speaker(s): Anna Kipnis
Company Name(s): Programmer, Double Fine Productions
Track / Format: Independent Games Summit
Overview: Fake Twitter account, @PeterMolydeux, has been lovingly parodying Peter Molyneux's fantastically ambitious game ideas. In two weeks, our modest plan for a local game jam based on these tweets exploded into an international event, with over a thousand people participating in more than thirty cities worldwide. This story is about how Molyjam was invented, organized, and became viral in such a short time. It's about why jams like Molyjam are important to stave off creative stagnation in our industry, and (best of all) the kind of bizarre, preposterous games that resulted from this exercise.
Courtesy of the GDC Vault is the fascinating postmortem of Raid on Bungeling Bay given at the Game Developers Conference 2011. Will Wright may be best known for designing SimCity, but it was his first developed game that inspired creating the city builder.
Wright shares here that his interest in Conway's Game of Life and a childhood fascination with helicopters led him to create to the action strategy game Raid on Bungeling Bay. During its development, Wright had written a map-building program to use on the Commodore 64 called Wedit, and his interest with this tool inspired him later to make the famous city-building sim.
In this lecture, Wright also looks at how piracy affected Raid on Bungeling Bay's sales on the Commodore 64 (20,000 units) compared to the NES version (800,000 units). He admits to spending a lot of time writing anti-piracy measures for the former but says the latter's cartridge-based format allowed the game to achieve much higher sales.
Session Name: Classic Game Postmortem - Raid on Bungeling Bay
Speaker(s): Will Wright
Company Name(s): StupidFunClub
Track / Format: Game Design