You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Free-to-Play: The Morning After
Speaker(s) Brenda Romero
Company Name(s) UC Santa Cruz
Track / Format Design
Overview We stood on the horizon of a grand new gaming paradigm, and like pioneers in a new land, we crossed over. First a few, then many, running from the apocalypse that core games were sure to become. We passed around money hats and congratulated ourselves on reaching the future. However, some years in, the horizon we craved is miles away, and the shore is an endlessly running treadmill of design retreads, sporadic mega-hits, and spam. Where there were once mechanics, there are now marketing patterns. Where there was innovation, copies. Players became users, play merely became service, and great designers pushed out what they were told. Some left companies, and even the industry, dissuaded by what it had become. Others remained, silently fighting behind the scenes for something that satisfied their soul, the old soul - the one that drew them here in the first place. In this talk, Brenda Romero (formerly Brathwaite) examines the successes and failures of the F2P space, considers its effects on games, game design, and designers, and looks toward a possible future.

GDC 2013

Brenda Romero

UC Santa Cruz

free content

Design

Design


UBM Tech