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 Make Things Worse: Enabling Setbacks for Consequential Play
Speaker(s) Patrick Redding
Company Name(s) .
Track / Format Design
Overview At runtime, the player and game form a complex system that is resilient to severe shocks. When shocks happen, a mechanically deeper game will afford the player more ways to recover. Ubisoft's Patrick Redding argues that for a game experience to be meaningful, players should suffer occasional setbacks - situations in which the game requires them to shift their immediate goal in order to continue and succeed. In this session, Redding (Far Cry 2, Splinter Cell Blacklist) explores the conditions that permit setbacks to develop systemically and examines several design strategies that encourage them without provoking players into reloading a saved game. Redding looks at the unique challenge of fostering recoverable setbacks in stealth games, which at their best lets players play a tense cat-and-mouse game with a formidable AI; but which at their worst can degenerate into brittle guesswork with little room for experimentation or error.

GDC 2014

Patrick Redding

.

free content

Design

Design


UBM Tech