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Posts Tagged ‘GDC Online’

Dave Mark Speaking at GDC Online in Austin

Wednesday, July 11th, 2012

After taking a year off from the annual Game Developers Conference Online in Austin, Dave is once again speaking this October. This year’s lecture is, as with his 2010 lecture, a game design lecture rather than one on artificial intelligence. Here is the title and description as submitted to GDC…

Psychology vs. Structure: The Power of Numbers in Game Design

Numbers, visible or not, are often at the core of game design. They are the expression of the designer’s vision of “how the world works.” There are considerations that go beyond simply balancing an equation, however. Through the selection of numbers such as scores, abilities, damage ranges, and even prices, we are often crafting what a player perceives, believes, and even feels. Through extensive use of (often amusing) examples, this lecture will demonstrate what our numbers may be conveying and explore ways that we can leverage the psychology of numbers to build more engaging games.

Attendees will see concrete examples of how perception, belief, and emotion can be swayed or even manipulated by numbers selection as well as given ideas about how to apply these techniques in their own game designs.

While the lecture is intended primarily for game designers of all experience levels, it will be informative and beneficial to all disciplines including programming, production, art, and executive (e.g. setting prices!).

GDC Online is October 9-11 in Austin, TX. Hope to see you there!

Dave Mark to Speak at GDC Online (Austin)

Wednesday, June 9th, 2010

I will be speaking at the 2010 GDC Online conference in Austin again this year. GDC Online is October 5th – 8th at the Austin Convention Center in Austin, TX.

Here is the tentative description of his session proposal as accepted by the GDC Online Advisory Board:

Session Description
Many areas of game design and programming benefit from very simple premises found in the 50-year old discipline of game theory. When games go awry, it is often due to not applying one or more of these ideas. Online competitive games in particular are prone to tipping precariously out of balance. By comparing staple online games such as World of Warcraft, Team Fortress 2, and Starcraft to classic game theory examples such as Rock-Paper-Scissors and Prisoner’s Dilemma, this lecture offers practical tips on how game theory methodologies can be used to craft well-balanced games—and potentially avert disaster!

Session Takeaway
The attendee will see some of the classic example problems of game theory in action, how their concepts can be applied to the design of online competitive games, and how those applications can create richer gameplay.

This will be my second appearance at GDC Online (formerly GDC Austin) and my 4th overall participation at GDC events. My 2009 GDC Austin lecture, “Cover Me! Promoting MMO Player Interaction through Advanced AI” garnered a attendee rating of 4.9 (out of 5) compared to the conference average of 4.29. This included a 4.9 score on the item, “Would you recommend this session to a colleague?”

My thanks to the GDC Online advisory board and the wonderful conference staff, Jen Steele and Kara Foley, for the opportunity once again. A special nod to board member Raph Koster whose excellent “Games Are Math” session from last year gave me a reminder of  how relevant this topic is.

Hope to see you all there!

(To download lecture slides from any of my past conference lectures, visit our “media” page.)

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