{"id":43034,"date":"2018-08-27T22:33:00","date_gmt":"2018-08-27T22:33:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/325332"},"modified":"2018-08-27T22:33:00","modified_gmt":"2018-08-27T22:33:00","slug":"video-why-great-ideas-arent-enough-when-developing-your-game","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/08\/27\/video-why-great-ideas-arent-enough-when-developing-your-game\/","title":{"rendered":"Video: Why great ideas aren&#8217;t enough when developing your game"},"content":{"rendered":"<p>Great ideas and bold visions are sometimes seen as the pinnacle of game design and development, and\u00a0while they <em>are<\/em> important, game design in practice is mostly about finding solutions to concrete problems.<\/p>\n<p>In this GDC 2018 talk, Supercell veteran Touko Tahkokallio (<em>Boom Beach<\/em>,<em> Hay Day<\/em>) shares his game design philosophy and presents practical examples of granular design around aspects of the company&#8217;s games. AU<\/p>\n<p>Tahkokallio\u00a0delves into specifics such as how the economy of <em>Hay Day<\/em>\u00a0was created, as well as providing concrete examples of combat balancing in <em>Boom Beach<\/em> and plenty more.<\/p>\n<p>It&#8217;s an informative talk that&#8217;s definitely\u00a0worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=IiDPa50bgNg\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Great ideas and bold visions are sometimes seen as the pinnacle of game design and development, and\u00a0while they are important, game design in practice is mostly about finding solutions to concrete problems. In this GDC 2018 talk, Supercell veteran Touko Tahkokallio (Boom Beach, Hay Day) shares his game design philosophy and presents practical examples of [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":43035,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-43034","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/43034","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=43034"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/43034\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/43035"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=43034"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=43034"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=43034"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}