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Session Name:

Making MMOGs More Storylike


Persistent worlds are great places to play but poor places to be a hero, because in most of them the player cannot permanently change the world. In this lecture I will show how the design of current games harms the story-like feel of the experience, and what we can to do allow all the players to play a more meaningful role in the plot. I'll also describe a high concept for one such game.

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  • GDC Europe 2011
  • Ernest Adams
  • International Hobo
  • free content
  • Game Design
  • Design