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Fair Play Summit: Designing for a Dark Night of the Soul


Single player games can and should design for player well-being as much as online multiplayer games. In this session, Silverstring Media's Creative Director Claris Cyarron dives into three essential design "plays" that the team used in Glitchhikers: The Spaces Between to facilitate player safety and comfort, even while exploring sometimes difficult and provocative ideas. Learn how to communicate designer intent, give the player agency over their own comfort levels, create inclusive spaces that feel safe, and shape opportunities to check in with your players directly, even from within the game itself. This inspirational and chill talk is not all big promises and smooth sailing, though. nnThe second half will feature a bit of a post-mortem on Glitchhikers, examining where the team encountered challenges to implementing these "plays," where there is room for improvement, and some of the additional solutions we've employed since launch.

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