GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Romance Games: Unpopular Genre or Untapped Market?

Heidi McDonald  |  Game Designer, Schell Games


Location: Congress Saal 3

Format: Lecture
Track: Design
Vault Recording: Video


Heidi McDonald, author of the ICING Model for narrative romance, builds on her work in the area of NPC romance. McDonald examines why romance games as a genre have historically failed in Western culture, and using her survey data and the ICING Model as a road map, postulates about how romance games could actually become successful as a game genre in the future.

Takeaway

Just because romance games have not been successful historically does not mean it will stay this way. If we understand why they've failed before, and pay attention to specific conditions which might make romance games successful as a genre, there may be opportunity in the near future for narrative designers.

Intended Audience

This talk is intended for game designers interested in narrative design, narrative designers, and anyone interested in romance in games.



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