You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Making MMOGs More Storylike

Overview:

Persistent worlds are great places to play but poor places to be a hero, because in most of them the player cannot permanently change the world. In this lecture I will show how the design of current games harms the story-like feel of the experience, and what we can to do allow all the players to play a more meaningful role in the plot. I'll also describe a high concept for one such game.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC Europe 2011
  • Ernest Adams
  • International Hobo
  • free content
  • Game Design
  • Design