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Session Name How to Build a Better Apocalypse
Speaker(s) Dan Pinchbeck
Company Name(s) thechineseroom
Track / Format Design
Overview The end of the world has been a long-standing context and story for games, and an idea that has been around since the inception of the medium. But why is it so powerful and lasting as an idea? My argument is that it's not just about the heroic kick of saving the world, but it's the best example of how story and gameplay dovetail together. In the apocalypse, we find the perfect fusion of content and mechanics. By using a series of case studies, I will demonstrate how a powerful and well-honed story/setting can support and vastly enhance gameplay. By understanding the power of apocalyptic themes and structures, we can build better scenarios with a more integrated relationship between story and gameplay, which will lead to better games.

GDC 2013

Dan Pinchbeck

thechineseroom

free content

Design

Design


UBM Tech