Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.
Date: Monday, July 19
Time: 4:00pm - 5:00pm
Pass Type: All Access Pass, Summits Pass
Topic: Game Narrative
Vault Recording: Video
Audience Level: I acknowledge GDC 2021 is an all-digital event and commit to participating virtually.
NetEase ThunderFire UX team has an abundant of experience on supporting the development of the successful games. They find that players often have certain emotional demands during their game experience as well as in-game relationships so they make summary and classification on it. In MMORPG games, the diversity of gameplay and narrative makes it easy to meet players' diverse emotional demands. However, even in a game with single or limited gameplay, it is necessary to have an emotionally satisfying game narrative. NetEase ThunderFire UX team supported the session-based game "Conquerors' Blade" produced by Booming Game, which is the outstanding example of the application of this theory. In this presentation, Jingtao Wang, the researcher of NetEase ThunderFire UX team and Xi Wang, the producer of "Conquerors' Blade" will share their strategies to restore players' inner world in the virtual game.
From this presentation, you can master strategies of classifying players' emotions, as well as the details and settings of some excellent gameplay in China. All of them can make your game satisfy more players' emotional needs, and further restore a real inner world in the virtual game.
Anyone who is interested in players' emotional demands in games, as well as those who is interested in UX's role in game designs,including narrative game designer, story game designer, producer ,etc.