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'Blaseball': Game Development as Performance

Gabe McGill  (Product Designer, The Game Band)

Joel Clark  (Game Design Lead, The Game Band)

Location: Room 2010, West Hall

Date: Thursday, March 24

Time: 11:30 am - 12:30 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design, Production & Team Management

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

Blaseball is the wild, wacky, horrific baseball sim that probably took over your twitter at least once last year. It's also a game pushing the bounds of interactive narrative, by combining systemic story telling, emergent narrative, mass fan participation and performative game development to create a TTRPG-like massively multiplayer experience. This talk outlines the key principles and learnings that allow Blaseball to continue to function, explores some of the challenges and failures to be overcome, and provides case studies Blaseball's most successful moments -- the times when the Developers, Fans, and Simulation worked together to create deeply meaningful payoffs.

Takeaway

Help would be great with this section -- hopefully someone would learn something like,
How blaseball tells stories via systems
How blaseball enables users to participate and shape those stories
What designs facilitate the above
How to begin thinking about narrative design for thousands of users at once.

Intended Audience

This talk is intended for a general audience. No specific prior knowledge is required.