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Prasert "Sun" Prasertvithyakarn (Senior Game Designer, Square Enix Co., Ltd.)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: All
Game designers tend to focus too much on good game mechanics (How to provide the challenges? How to provide meaningful
choices? etc.). Historically, this is absolutely correct, when the "value" that a game provides to users was limited to fun gameplay achieved only through good mechanics. But things have changed. Now there are good games without meaningful choices or strategic approaches, and whether you call them games or not, it's a game designer's job to design them anyway! That's why you should learn about them.
This session is not about making good narrative/graphics. It's about the fact that there are verbs other than "play" that users can do with a game. To maximize those experiences, a good design with a broader vision than just "good game mechanics" is necessary. Drawing from examples from 'FINAL FANTASY XV', speaker Prasert "Sun" Prasertvithyakarn will share his vision and techniques.
Attendees will learn broader possibilities of what a game is and can be. They will learn the variety of interaction users actually do with a game, and how to maximize those experience.
Although it is assumed that the audience is of game designers (or a game designer-to-be), any person who wants to broaden visions of what a game could be and want to learn how to actualize can benefit.