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Session Name:

Keep It Complex, Stupid! Creating Games as a Service

Overview:

Removing unnecessary complexity has long been a holy grail of design. While it has worked wonders for boxed products, it does not translate into the software-as-a-service concept. This talk, taking plenty of examples from games in the Magicka franchise, describes the benefits of complexity and the resulting emergent behavior.

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  • GDC Europe 2013
  • David Nisshagen
  • Paradox Interactive
  • free content
  • Design
  • Design