{"id":93602,"date":"2019-05-16T23:47:00","date_gmt":"2019-05-16T23:47:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/342844"},"modified":"2019-05-16T23:47:00","modified_gmt":"2019-05-16T23:47:00","slug":"video-how-rimworld-found-success-through-ridiculous-contrarian-design","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/05\/16\/video-how-rimworld-found-success-through-ridiculous-contrarian-design\/","title":{"rendered":"Video: How RimWorld found success through ridiculous, contrarian design"},"content":{"rendered":"<p>In this 2017 GDC session, <em>RimWorld <\/em>creator Tynan Sylvester looks at how Ludeon Studios defined <em>RimWorld <\/em>not as a game, but as a story generator, and how forcing the team into this frame of mind opened up entirely new mechanisms for creating compelling play.&nbsp;<\/p>\n<p>This talk looks at how, as a developer, you can&nbsp;find&nbsp;unique value in&nbsp;doing things that are commonly assumed to be wrong, impossible, or ridiculous. How, by strategically leaving out features, the&nbsp;<em>RimWorld&nbsp;<\/em>team&nbsp;made players engage with features and story elements that aren&#8217;t actually there. How they made better decisions by not planning despite everyone wanting them to plan.<\/p>\n<p>And finally, how they shipped with many seemingly-critical features missing, but nobody cared, because they used a special methodology for selecting features that actually matter instead of the ones that commonly assumed to be necessary.<\/p>\n<p>It was an insightful talk, and now you can&nbsp;<a href=\"https:\/\/www.youtube.com\/watch?v=nJParAVA1TM\">watch it for&nbsp;free over on&nbsp;the official GDC YouTube channel<\/a><a href=\"https:\/\/www.youtube.com\/watch?v=VdqhHKjepiE\">!<\/a><\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<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&nbsp;already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<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&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can&nbsp;<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this 2017 GDC session, RimWorld creator Tynan Sylvester looks at how Ludeon Studios defined RimWorld not as a game, but as a story generator, and how forcing the team into this frame of mind opened up entirely new mechanisms for creating compelling play.&nbsp; This talk looks at how, as a developer, you can&nbsp;find&nbsp;unique value [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":93603,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-93602","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\/93602","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=93602"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/93602\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/93603"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=93602"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=93602"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=93602"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}