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Intermediate. Assumes working knowledge.
284K views7 years ago2 recommendations
Game developmentSoftware designGame designGame programming
Tynan Sylvester explains how framing RimWorld as a story generator rather than a game unlocked unique mechanics and player experiences.
In this 2017 GDC session, RimWorld creator Tynan Sylvester looks at how Ludeon Studios defined RimWorld not as a game, but as a story generator, and how forcing the team into this frame of mind opened up entirely new mechanisms for creating compelling play. Register for GDC: ubm.io/2yWXW38 Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.What people say. Strongly recommended for understanding how RimWorld was designed, specifically regarding the simulator effect, apophenia, and emergent narrative.
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