Monday 5th March, 2012
10:00am to 10:25am
In this lecture, Bennet Foddy will provide a whirlwind tour of the various lessons he learned making games like QWOP and GIRP and in his academic career. His experience of making indie games has been unusual, and he will attempt to explain the choices he made: why self-publish on the web, why make games that are mostly about sports, why (and how) target a mass-market audience? Foddy will discuss what he avoids in designing control schemes and why respecting players often involves being hostile to players, or humiliating them.
TAKEAWAY: What creative sacrifices must be made to target the mass market with a 'viral' game? What is the real difference between abstract and direct control systems? How I understand the concept of respecting the player.
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