GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Gamasutra's favorite slides from GDC 2019

Looking for a quick hit of game dev insight? Look no further than this cross-posted Gamasutra article, in which the editorial team shares some of their favorite slides from different GDC 2019 talks!

GDC celebrates record-breaking attendance and locks in 2020 dates!

After a record-breaking 29,000 attendees enjoyed GDC last week, organizers are excited to confirm the show will return March 16-20 of next year, with the call for submissions opening this summer!

GDC in Pictures: Highlights from GDC 2019

Words alone can't fully convey the experience of spending a week at GDC, so here are a few standout shots of the people, talks, and experiences which made GDC 2019 a success!

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

Advertisement

 

Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

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

Export Schedule:

A World from Words: Highly Interactive Stories with Text

Jon Ingold  |  Creative Director, inkle


Location: Congress Saal 3

Format: Lecture
Track: Independent Games Summit
Vault Recording: Video


inkle's recent iOS release, Steve Jackson's Sorcery!, is a text-based game that tells a story and provides player choices entirely through words - using minimal art and no animation or cut-scenes. Despite this, it achieved 85%+ reviews on IGN, Kotaku and elsewhere, and reached the top 20 all-app iPad chart in both the US and the UK. Creating a commercial success in a genre usually perceived as either too retro or else too avant-garde for the mainstream required a tight focus on the strengths of working with text: versatility, modularity, fast iteration and expressiveness. Using examples from Sorcery!'s script, we will demonstrate how we built a game with two people in six months that has several thousand meaningful story-choices and no canned sequences.

Takeaway

Takeaways will include the practical advantages of textual storytelling and textual game input, colouring narrative vs. changing narrative - strategies for managing a game story with thousands of player choices, and a walk-through of the procedural generation used in Sorcery! to narrate some game combat on-the-fly.

Intended Audience

This talk is intended for designers and narrative designers interested in text, and more broadly, those exploring the cost and benefits of working with branching narrative of any kind. No learning is assumed.



Register Now
 
UBM Tech