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:

Increasing Our Reach: Designing To Grab and Retain Players

Overview:

The indie games movement should be the wellspring of daring and innovative ideas, but we need a sizable and devoted audience to help us realize that potential. How do we reach more players? Is there something we're doing wrong? Some games are instantly appealing, but players are done with them in ten minutes. Others have great concepts, but players never find out because they give up after fiddling around without adequate results. In the world of small indie games, it can be hard to land a strike without falling into one or the other of those gutters. This presentation proposes a theory of design to solve both cases, called Immediacy with Depth. The concept was developed for SPIDER: THE SECRET OF BRYCE MANOR, an iPhone game released in 2009. The idea is explained, and a number of other indie and iPhone games are analyzed with it to see how well it holds up.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2010
  • Randy Smith
  • Tiger Style
  • free content
  • Independent Games Summit
  • Independent Games