View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.
You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Richard Rouse III (Studio Creative Director, FarBridge)
Location: Room 2016, West Hall
Date: Tuesday, March 19
Time: 3:50 pm - 4:20 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Topic: Game Narrative
Format: Session
Vault Recording: Video
Audience Level: Intermediate
People play games for their interactivity, but we as game writers may struggle with making our stories interactive too. How do we take a writing craft honed on linear stories for hundreds of years and make it interactive? Some argue this is essential to making a great game story, while others say that it is a distraction and even a hindrance from placing players a great tale. This talk argues that it all depends on the project. We will survey different types of interactivity in game stories and across different game genres, with an analysis of the costs and benefits and pitfalls of each. Then we'll provide the audience with tools to analyze their own games to see what sort of story would help them land on just the right amount of interactivity.
Audience members will learn how interactive narratives can work in many different ways across many different types of games. We'll discuss tools for analyzing what interactivity will work best in a given game project, and then focus our thinking on what players will get out of different types of interactivity. Expect to leave with new insights on what roles interactivity should take in your current and future projects.
This session is intended for writers, narrative designers, and any developer interested in determining how much interactivity their game story needs.