GDC Next: Day 1 session highlight recap

Nov. 6, 2013
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Missing out on GDC Next in Los Angeles this week? Check out these highlights from the first day of Gamasutra's session coverage.

"The core, fundamental question in mechanics that makes a game fun to watch is 'What would I do differently?'"

Well-known Starcraft 2 commentator and Artillery Games designer Sean "Day[9]" Plott explained how to design games for video streaming.

"When there's an argument in the studio, let the playtesters solve it."

Thatgamecompany's Sunni Pavlovic described several key techniques the studio employs to nurture its experimental spirit.

"Play is the wiggle room. It is space. It is explorable areas."

Raph Koster spoke about analyzing different aspects of a game's possibility space enables further insights into what makes a game work well.

"When people start trying to cross [physical and digital items] with the MakerBot or the Digitizer ... [people] could create a toy like in Skylanders or Disney Infinity."

Starr Long talked about how current emerging tech trends will be mashed up for even more creative potential.

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