GDC Online 2010: Announcements, Coverage: Pt.2
Game Developers Conference sister website Gamasutra.com is in Austin, Texas all this week covering GDC Online, with a host of lectures on online games, iPhone/iPad and related product announcements already written up for the lead video game art and business website - and here's all the stories posted so far.
The Austin, Texas based conference -- formerly known as GDC Austin -- is sharply focused on the development of online games, and there are now more than 120 panels, lectures and tutorials taking place during the October 5th-8th event, with almost 90 companies on the show floor.
The second set of highlights of content at GDC Online thus far, written up by Gamasutra editors from session coverage and official releases, include:
Session Coverage
- Playfish's De Halleux On Why The Next Blockbuster Will Be Online
"Playfish's Sebastien de Halleux discusses the ongoing evolution in the way games are monetized, the "massive" opportunity for developers -- and his view that the next billion-dollar game will be microtransactions-driven."
- BioWare's Walton - Studio Culture Is An 'Immune System'
"Gordon Walton, co-studio director at Star Wars: The Old Republic developer BioWare Austin, called culture an "immune system" that "recognizes you as something that belongs, or a foreign object that needs to be expelled."
- Brian Reynolds' Wild West In Social Design
"Zynga's Brian Reynolds talks his FrontierVille, ways he's discovered to make social gaming more fun and more truly social, and key lessons from AAA design for successful innovation in the space."
- Koster Shares Lessons Learned In Social Game Design
"Raph Koster, VP of creative design at Disney-owned social game developer Playdom, said that "console games are niche" and argued that the social gaming space is not going away, despite some who say otherwise."
- Ian Bogost's Troubling Experiences With Cow Clicker
"Ian Bogost talks to GDC Online audiences about his Facebook title Cow Clicker -- how an environment of fear birthed a satire, the surprises he received when the game took off, and how it's ultimately a 'tragic' story to him."
- Fallout: New Vegas' Gonzalez Talks Inspiration, Writing Process
"Obsidian's John Gonzalez talks at GDC Online's Game Narrative Summit on being the creative lead on Fallout: New Vegas, the game's inspiration, and key steps his team took during the writing process."