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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

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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:

Balancing Monetization to Succeed in the F2P MMO Space

Gabriel Hacker  |  General Manager and Head of European Operations, Perfect World


Location: Offenbachsaal

Format: Lecture
Track: Free to Play Design & Business Summit
Vault Recording: Video


In the exploding free-to-play MMO environment, monetization balance is extremely important. What types of content should be paid for? How do you prevent players from being able to simply 'pay to win', thus diminishing the play experience of non-paying players? And what is too expensive? What is too cheap? The general manager of Perfect World, Gabriel Hacker, will address these issues, which directly concern the new F2P MMO, by walking through theory and examples of best and worst practices.

Takeaway

Attendees will hear about a wide range of different monetization schemes in the free-to-play MMO space, and learn about what players have responded well to in the past and what they have rejected. This is a must-see for anyone developing a free-to-play MMO, especially those who are looking to make money while still providing a fun play experience.

Intended Audience

The free-to-play MMO market is on the rise. Anyone looking to enter this market and achieve financial success - or even break even - will benefit from this discussion. There are no prerequisites, although a familiarity with MMO games and the free-to-play space is a plus.



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