{"id":52514,"date":"2018-10-04T21:17:00","date_gmt":"2018-10-04T21:17:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/327986"},"modified":"2018-10-04T21:17:00","modified_gmt":"2018-10-04T21:17:00","slug":"video-breaking-the-rules-of-game-design","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/10\/04\/video-breaking-the-rules-of-game-design\/","title":{"rendered":"Video: Breaking the rules of game design"},"content":{"rendered":"<p>Not too long ago,\u00a0it was common wisdom in some game-making circles that the strongest known correlation between player retention and game design is whether the game provides Autonomy (player choice) Competence (players feel capable) and Relatedness (players receive recognition).<\/p>\n<p>At GDC 2012, Naughty Dog&#8217;s Kaitlyn Burnell\u00a0took to the stage to question that wisdom and asks: when game designers learn\u00a0to follow such\u00a0rules,\u00a0when is it right to break them?<\/p>\n<p>She went on to explore games that break autonomy, competence and relatedness in powerful ways, from Valve&#8217;s <em>Portal <\/em>to Brenda Romero&#8217;s\u00a0<em>Mechanic is the Message<\/em> board games, and analyze the value these games gain by breaking rules. These examples were then\u00a0distilled into a design technique that lives at the intersection of ludology (game mechanics) and narrative, along with analysis of when to use and when not to use such techniques.<\/p>\n<p>It was a great watch, so if you missed it back then don&#8217;t miss out on your opportunity to now watch Burnell&#8217;s talk for free\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\">over on the GDC YouTube channel<\/a>!\u00a0<\/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 company Informa<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Not too long ago,\u00a0it was common wisdom in some game-making circles that the strongest known correlation between player retention and game design is whether the game provides Autonomy (player choice) Competence (players feel capable) and Relatedness (players receive recognition). At GDC 2012, Naughty Dog&#8217;s Kaitlyn Burnell\u00a0took to the stage to question that wisdom and asks: [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":52515,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-52514","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\/52514","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=52514"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/52514\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/52515"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=52514"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=52514"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=52514"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}